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Messages - tramponline

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1
Technobabylon / Re: End game bugs fixed?
« on: May 22, 2015, 07:26:05 AM »
Hey Snarky! :)
I just checked the beta builds, the press reviewers got their copy somewhere around 4th - 5th of May.
After that, the game was tested for an additional period of two weeks.

However, James, Nathan and Dave can tell you more, of course.

2
Gemini Rue / Re: Gemini Rue (3D Mod)
« on: March 21, 2015, 02:15:13 PM »
Very, very impressive!

Definitely looking forward to any follow up projects of yours. 

3
Resonance / Re: Thermal Scan QR Code
« on: July 07, 2012, 01:45:00 AM »
Jazzy, you'll see this image superimposed with changing opacity while using the thermal scanner at Juno.

4
Resonance / Re: Resonance - Word gets around
« on: July 04, 2012, 06:32:55 AM »
A very well written & eloquent review:

FORBES Magazine (!) - A Smart Techno-Thriller In A Classic Format



...and a very interesting interview/ article mix about Resonance developer Vince Twelve and the game itself:

Omaha game developer revitalizes a genre

 

5
Resonance / Re: Far too difficult
« on: July 01, 2012, 12:51:42 PM »
@Tropxe
Yes, you experienced the failsafe backup for this scene, where Ed just hands Anna Morales' Journal in the hospital.
The 'logical steps' of the 'pi' puzzle include finding this very journal inside the lab room at Juno Labs.

edit: Ah, I see. Different scenario. Then the only thing that you might have missed is what Breyer600 describes in reply #17 further down. That is the vital clue for connecting key pad with pi. 

6
Resonance / Re: Far too difficult
« on: July 01, 2012, 06:58:45 AM »
@Yosharian

To put this discussion back on a reasonable level:

Other adventure games (incl. Gemini Rue) provide you more or less with certain alternatives/connections to choose from. Just one alternative of game control mechanics.

Resonance on the other hand wants you and encourages you to actively search for those connections/alternatives. Just another alternative in game control mechanics. That is probably the major difference.
It demands, up to a certain point, the application of 'real world logic' instead of 'learned adventure game conventions' (i.e. not "use pipe on rusty pipe = fixed", but rather "what steps do I have to take to fix that leakage?" based on the info at hand (mostly observation will provide those clues).

I perfectly understand that the player has to adjust to that kind of game logic - I had to! It takes some time to do that, no question.

Resonance expects you to use deductive reasoning and then utilize your result, whereas a lot of other games provide you with various alternatives and in a way, you 'choose the most logical one'.

Just a different approaches and both sides of the same coin.

Each player chooses which one suites him or her best...   

7
Resonance / Re: Far too difficult
« on: July 01, 2012, 06:31:26 AM »

The 'Pi' message.  Lovely little nerd easter egg, but what about people that don't know the symbol for Pi?  They are truly screwed, aren't they?
WAT
You should stop playing. This game contains scenes of horror and violence that are not suitable for younger children.

LOL! ;D
But for real, Yosharian, you might want to check the terminal in this exact room. You'll be able to find a program called 'calculator' with the exact same symbol. Without actually knowing 'pi', or what it means, even randomly-searching-for-clues-players are therefore able to make that connection (eventually), purely on a visual base. :)     

8
Resonance / Re: Far too difficult
« on: July 01, 2012, 02:22:04 AM »
If there's not a tutorial, as is so with Resonance, I find the beginning of these games are a bit of exploration to figure out how the game works.

:) Jazzy, there're actually TWO TUTORIALS in Resonance. You can check it.

Start a new game (or reload one of your savegames) & select the main menu:

In the main menu, you have the option to select "show tutorial messages" for in-game tips messages, as you go along.
AND you can choose the menu point "How To Play", a detailed guide on 'how to play' and the control interface! :P

If there were any more tutorials (hint system is asking the player-characters), I'd assume the game wants to mock me! ;D



@Memphis
You make some very valid and fair points.
Though, what makes you believe the finale is 'trial and error'?
(I could be wrong here, but I derive from your statement that you're still quite unsure as to *why* or *how* you won that 'conversation'?)

You just have to remind yourself of a few things:

a) Remember Amul Batra's speech about Resonance blasts and proximity? [application: Juno Labs/ Ed's Apartment/ geometry compass]

b) Did you realise that the crane area on top is *conveniently* divided into congruent segments?

c) The fact that one of your player characters is carrying the activated counterpart to Ed's device.
 
d) Last, but not least, the ability of Ray & Bennet to "Look around" and thus check the distance to Ed's live Resonance device. :)


Far from easy, but the clues are all there (there might be some additional ones that I missed here) and it's certainly not 'trial & error'. :P
 

9
Resonance / Re: Completed the game - Wow !
« on: June 30, 2012, 07:24:03 AM »
AHHAHAHAHAhahahahaaa!!! Brilliant post Starmaker!

I litterally laughed my a* off all the way through!!

More of those! Keep it coming!!*

*waaay too many exclamation marks. But deservedly so! <-uhoh  :o


10
Resonance / Re: Gamestory Question (Total Spoilers!!!)
« on: June 27, 2012, 06:59:27 PM »
Yep, except 14A is Warehouse and 14B is Ed's apartment, but that's rather nit-picking... :P

11
Resonance / Re: Gamestory Question (Total Spoilers!!!)
« on: June 27, 2012, 06:34:28 PM »
Ed set it up prior to leaving the flat. And did you notice the specifics of 14A/B upon observation?
Not sure which playthrough this is for you, but I'd definitely recommend to reserve one for "commented mode". I think you gonna like it. It adresses plenty of questions and background info like this.

12
That is really strange. I could've sworn that I checked that explicitly in the release build and it didn't seem to play the news footage when the door was still closed. Oh well...

@Tropxe
:) Yeah, same thought! That's why I wanted to make sure this wouldn't happen. Not too succesfull as it appears! :P

13
Resonance / Re: Forklift room bug
« on: June 26, 2012, 07:12:34 AM »
Solution:
There's a short delay in scrolling the screen up & down (i.e. the mouse pointer moves slightly faster, than the screen scrolls up & down).

- Go all the way up
- Use mouse pointer (close to back button &magnet) to scroll the screen down slightly
- Then change direction to up again and use the short delay of the scrolling screen to click and grab magnet and pull 'it away from under the back button' (while the back button "is not there yet", obviously :P).

You have to be really quick about it, but it'll work after a few trys.

Glad you like the game! Good luck!

14
Resonance / Re: Forklift room bug
« on: June 26, 2012, 07:03:51 AM »
Wait a sec, I'll check it!

You got the magnet in the top right corner of the locker?

15
Resonance / Re: Forklift room bug
« on: June 26, 2012, 06:57:51 AM »
Have you tried reloading your auto-savegame? First one in your list of saved games.

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