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Messages - MarkYohalem

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Primordia / Re: Windows 10 and fullscreen
« on: July 27, 2017, 01:01:35 AM »

Hope you enjoy!

Primordia / Re: Windows 10 and fullscreen
« on: July 22, 2017, 11:45:10 PM »
First thought: try switching the driver mode from Direct3D to DirectDraw in winsetup.exe.  Let's see if that works, and go from there.

Also, there's some red in that palette too! :D

Primordia / Re: Linux segfaults (Primordia and other AGS games)
« on: July 16, 2017, 12:13:57 AM »
Thanks for this guidance.

GOG controls the Primordia Linux version -- as far as I know, it uses some kind of wrapper/emulator and is not separately compiled from the source code, but neither we (i.e., Wormwood Studios) nor WEG has access to their tech, as far as I know, nor do we have a good way to get it fixed.  You might ping them directly with this info, and I can do the same via a backchannel, but I'm not sure whether it can be done with the set-up they have. 

Still, this might be useful for others who hit the same snag, so many, many thanks!

Primordia / Re: WTB: Primordia Physical Version
« on: June 28, 2017, 12:49:01 AM »
My guess is that you'd have better luck asking around elsewhere (Twitter or Reddit maybe) as these forums are pretty dead. I myself only ever had two copies, one of which I gave to a fan translator, and alas I can't bear to part with the other.

Primordia / Re: Crash on Startup
« on: May 25, 2017, 12:22:18 AM »
Switching support over to the Steam thread you started, since more eyes see stuff there:

Primordia / Re: Crash on Startup
« on: May 25, 2017, 12:21:19 AM »
First let's try this to deal with the sound issue: http://www.adventuregamestudio.co.uk/forums/index.php?topic=33311.0

Primordia / Re: Crash on Startup
« on: May 25, 2017, 12:18:04 AM »
We are ever vigilant, though sometimes a little slow on this forum, in customer care! :D  I'm confident we can get this fixed.  Give me a minute to comb through past bug fixes.

Primordia / Re: shortstory fallen and other stuph
« on: January 31, 2017, 01:05:13 AM »
Ha! I think if you talk to Primer he says something like "my name is the key" and you can deduce his number because he says that 187th came off the line 50 before him. :)

I like the motor puzzle a lot, too.  It was surprisingly tricky to code.  But it was cool all the same -- a good "tactile" puzzle.  Wish we had more of them. :/

Primordia / Re: shortstory fallen and other stuph
« on: January 29, 2017, 12:33:08 AM »
At one point, the record was involved in an odd puzzle where you started playing music on Main Street to distract the repair robot or something. For a variety of reasons it was a bad idea -- it was a pretty resource-intensive puzzle to do (requiring custom dancing animations, music, complex coding) and it basically was mood-breaking and makeweight.  The record stuck around nonetheless. :)

I wanted to make it an album of Kim Boekbinder's after she joined to do the two songs (the one in the UNNIIC and the one for the end credits), but unfortunately by then the voice over for that item had already been recorded, so we were stuck with the children's choir or whatever it was.

Primordia / Re: shortstory fallen and other stuph
« on: January 28, 2017, 12:28:29 AM »
Thanks for the kind words, and for the continued interest in the game.  Some answers below!

> Do you see in your head also the small details. I can paint images, and process involves pinning down an idea that you see in mind, making multiple mini sketches, doing linework for big sketch in detail, shading light and dark, applying colour. Is there a similar process for writing.

No.  I'm much more verbal than visual -- for example, I learn by listening (or doing) but very seldom by watching.  So usually for me a visual description starts from an *idea* I want to convey, and then the "visuals" (that is, the words describing the visuals) are just an effort to convey that idea, rather than starting from some clear vision of the thing.

> who are the Legion? I gathered they rule Urbani city and sent a force of robots to attack Metropol.

Legion was the AI in charge of Urbani's military.  That's why the Urbanian soldiers in Metropol are named 187th Legionbuilt and so forth.

> Are these ones responsible for a certain machine killing virus I hear about in the story. (I think I missed out a big part of the plot in the game after messing up at the huge robot but hey it just adds to replayability),

I don't think Legion created Thanatos (the virus) or was in charge of it, but there's nothing concrete on this.  The ship that was equipped with Thanatos was meant to be crewed by humans, though, and only was managed by AI because the humans were gone.

> not sure what cycles are exactly. ... So Im guessing its some kind of resource of processing like memory is a resource.

Yeah, they're instruction cycles: https://en.wikipedia.org/wiki/Instruction_cycle

> Is it common nature of the big (or all) robots to be (I guess) selfish like that, or just something Factor is.

It is not 100% clear that Factotum is telling the truth -- I'm still not sure myself whether Factor actually is "sleeping" or is destroyed, and whether the "recall" order that brought all the Factorbuilts home was part of MetroMind's solution for reducing energy costs in Metropol (as opposed to Factor wanting his "children" with him).  Assuming Factotum is telling the truth, I think the answer is probably that Factor thinks he built better than anyone else, and there's no reason for inferior machines to stick around.  Factor is generally very unsentimental (as Oswald notes when he complains that Factor made his robots name themselves).

> Also why is Metromind seemingly power hungry and unethical?

MetroMind was (probably?) the first major AI in Metropol -- it makes sense that an automatic rail system would come first, in fact the Paris Metro has such a system (it was part of my inspiration for MetroMind), I think.  When she was unveiled, she was heralded as "Progress" -- you can see that on a poster in the hallway leading to her old control room.

You have a chance to talk with her a little bit more about her motivations if you resolve the Goliath puzzle another way -- I can spoil it, or you can see for yourself, let me know!

Primordia / Re: Sequel?
« on: January 10, 2017, 01:29:55 AM »
Thanks for the kind words!  We survive by word of mouth, and it's always nice to hear that someone liked the game as well.

My intention is that it takes place on another planet (another "reality"), though there are some questions such as the use of our-Earth iconography and references (such as "Thanatos" and "Horus") and I think the coin that you can get from Oswald and Cornelius suggests it's a quarter, though I now can't remember.

We did do a sequel-ish story called "Fallen" (primordia-game.com/fallen.html), which involves the people in space.

I think Horatio would continue believing in Man, possibly as something distinct from the humans described to him.  Or maybe he would realize that even fallible forebears are still worth revering because, for all their flaws, they accomplished mighty things!

Primordia / Re: great
« on: January 03, 2017, 12:23:05 AM »
Thanks! This is really valuable -- though it's too late to fix anything with Primordia, it's good to know for future games where people got stuck in the past, so we can avoid similar problems.

Primordia / Re: great
« on: December 11, 2016, 11:53:07 PM »
Yep, Logan Cunningham voiced both.

That's odd about your achievements -- I'm not sure why they wouldn't unlock. There are various achievement walkthroughs that might help, not sure though.

I've actually never seen Flubber.  I feel like the irreverent floating sidekick has been around forever -- Orko, Iago, Cedric, Zzyzzx, Morte, etc.  Morte (from Planescape Torment) was my closest inspiration.

Primordia / Re: great
« on: December 09, 2016, 12:34:17 AM »
Hey!  Thanks for the kind post!

Which achievements did you miss?  It's possible that you missed something along the way, though it could also be a glitch.

I'm very pleased you didn't use a walkthrough! That was the dream when James (the coder) and I spent a bajillion hours making Crispin's hints work. You might be the only person it actually saved. (Balancing the console puzzle has been the bane of my existence.)

In hindsight, I too think we should've had another area (probably the Cathedral, and you'd end up there after the Clarity vs. Scraper fight, and working your way from top to bottom and then through the subway tunnel back to the Main Street station).

We're almost certainly not gonna make another game in the setting, but we will make other games -- we're working on an RPG right now, and in parallel another adventure game.  There's also this short story in the setting: primordia-game.com/fallen.html

Anyway, thanks again so much for playing the game and sharing your reaction.

Primordia / Re: Traduction Franšaise / French Translation
« on: September 10, 2016, 12:02:05 AM »
Pardon my lack of French!

First of all, many thanks for the kind words, which I'll pass along to the translator.

The translation of Primordia was done by a dedicated fan over a period of over a year -- he's a gifted writer and a diligent engineer, and thus was able to pull off a particularly good translation of the game, in part because he and I exchanged several hundred emails about wordings and meanings and so on.

WEG doesn't do translations itself, and in fact doesn't want the translations of Primordia bundled with the game because of the potential obligation to provide technical support that would follow. My understanding is that a translation of Gemini Rue (WEG's most successful game) into German (the largest European adventure game market) by Daedelic (the largest German adventure game maker) ended up not making WEG any money, and as a consequence they got out of the translation business.

As a result, I don't think you'll see any WEG-sponsored translations. However, independent groups do translate games from time to time -- for example, the Colombian-led team that translated Primordia into Spanish is currently doing A Golden Wake and then, I believe, The Shivah. Doesn't help you with French versions, but it means there's always a chance!

(Also, if you got the game through Steam or GOG, we'd always appreciate a review -- many of the French reviews don't mention the translation, and it helps to get word out, as I'm worried many French players miss it entirely.)

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