Profile for Mickey
Field | Value |
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Displayed name | Mickey |
Member number | 5015 |
Title | Apprentice |
Postcount | 10 |
Homepage | |
Registered | Friday, September 24 2004 07:00 |
Recent posts
Author | Recent posts |
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Upgrading Avernum Trilogy in Tech Support | |
Apprentice
Member # 5015
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written Tuesday, November 13 2007 07:16
Profile
Okay, thanks Randomizer and macdude22, I guess I'll send an email to Jeff. Posts: 10 | Registered: Friday, September 24 2004 07:00 |
Upgrading Avernum Trilogy in Tech Support | |
Apprentice
Member # 5015
|
written Monday, November 12 2007 20:28
Profile
A long time ago I purchased the Avernum Trilogy on CDs. On the CDs I have Avernum v1.0.2, Avernum 2 v1.0.2, and Avernum 3 v1.1.3. I am currently running Mac OS 10.4.10 Intel Core 2 Duo Now, when I attempt to install Avernum 1 and 2 on my Mac, a message pops up that reads: You cannot open the application "Avernum v1.0.2 Full Installer" because it is not supported on this system. When I install Avernum 3 on my system, the installation works fine but the game crashes when I click "Start New Game". I have attempted to add the .app extension to the filenames on Avernum 1 and Avernum 2 installers after reading this on the spiderweb support page. However I receive the same popup error message as above. When I download the latest demo files of all three of these games on the spiderweb site, the demos install and play just fine on my Mac. Is there anything else I can do to get these full versions running? Posts: 10 | Registered: Friday, September 24 2004 07:00 |
Switching from windows to mac in General | |
Apprentice
Member # 5015
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written Sunday, April 2 2006 04:46
Profile
Hi, A while back I purchased the Avernum Trilogy on CD for windows, but have since made the switch over to Mac. I was wondering if I could reorder (without paying the full price) and maybe just click the "Lost CD" box and ask for a mac OS X cd instead of the windows cd? Is this possible or would I have to pay the full price again? Thanks. Posts: 10 | Registered: Friday, September 24 2004 07:00 |
Does anyone enjoy classic console RPGs? in General | |
Apprentice
Member # 5015
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written Monday, June 20 2005 13:26
Profile
I was kinda wondering if anyone here, that enjoys computer role playing games has any passion or find any enjoyment in console style role playing games, or do you find them too cheap and cookie cutter to take them seriously? I'm kind of talking about the classic style console RPGs like the early Dragon Warrior series, Final Fantasy 1-6, Chrono Trigger, etc... I myself love the older console RPGs (which is what started my RPG experience) however I have grown to enjoy computer role playing games as well, which is a completely different beast all together. Kind of curious if this works both ways? Posts: 10 | Registered: Friday, September 24 2004 07:00 |
stupid question... in General | |
Apprentice
Member # 5015
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written Sunday, December 12 2004 15:40
Profile
Thanks guys for the responses. I wanted to make my world realistic, without the realism effecting the fun factor in a negative form. I don't want to really place a time limit on the game, but I thought maybe it would be a good idea to have the game able to be finished and completely explored in around 10-15 years or so... That way I don't think age would make a difference. However, for the odd player that goes beyond that, I'm thinking of making something happen to kill him off. I don't really like that idea, but it seems to be the easy way out. I do realize that an RPG isn't suppose to be fully realistic. But If I want to keep a believable world, age is a big way of taking the player out of that world, if not taken care of correctly. It would be a monstrous feat on my hands to age every NPC, and the player. So the best I could think of is maybe making the world come to an end at a certain point. However, there is a chance that could really work out against me and piss some of my players off. It's something I really need to work on and I'm open for suggestions. Posts: 10 | Registered: Friday, September 24 2004 07:00 |
stupid question... in General | |
Apprentice
Member # 5015
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written Sunday, December 12 2004 07:57
Profile
Ok... But wouldn't people find it kinda odd, that their players are over 100 years old at some point and everyone of them look the same as they did when they started and didn't die from old age? Is this all just ignored? Posts: 10 | Registered: Friday, September 24 2004 07:00 |
stupid question... in General | |
Apprentice
Member # 5015
|
written Sunday, December 12 2004 07:40
Profile
But I was just wondering how time is handled in games such as Avernum. I am creating my own rpg and have coded it so that time will pass by the seconds, minutes, hours, days, and years. However, what if a player were to play for over 40 game years? Does the characters in such games as Avernum age if this happens? Is this not possible to play for 40 years? Or does the game just ignore the fact that people age? Thanks :) Posts: 10 | Registered: Friday, September 24 2004 07:00 |
What makes a good quest? in General | |
Apprentice
Member # 5015
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written Sunday, October 24 2004 10:23
Profile
quote:yes, but these are all examples of incentives. Which are nice additions to an rpg... But rpgs still are basically a plot that is told by the list of quests in my post above all woven together. If there is another way of telling an interactive story and still make it interesting without the use of these quests, I would like to know. If many people complain that they are tired of these quests. Then what else is there to replace them? (I'm not just talking any of the blades editor/games) I'm just looking for insight. Kelandon - I understand many people enjoy different aspects of an rpg, such as some prefer better graphics, others prefer to see new spells, more powerful weapons, etc... However, that doesn't really touch base on my original question either. I've seen it too many times that people complain that they are tired of quest-driven rpgs... But if you take the quests out of an rpg, what do you have left? Nothing at all. Quests are used in order to progress a story in an rpg. If there are other ways in doing so. What are they? :confused: Posts: 10 | Registered: Friday, September 24 2004 07:00 |
What makes a good quest? in General | |
Apprentice
Member # 5015
|
written Sunday, October 24 2004 09:09
Profile
As far as what I learned there are three basic quests in an rpg: An object to acquire - retrieve an object - rescue a person A task to be done - destroy something - kill something - deliver something A place to visit - discover a place - "clean out" a place Can there be something more? If so, what? How can you make an rpg that isn't quest-driven? quote:After reading this, I've been thinking hard on what else could be done differently in an rpg that "would" be interesting and doesn't follow the top three quests? And I'm stumped... As far as I know all rpgs follow the top three quests, but they only differ by the plot of each, and the plot alone determines whether the game is interesting or not, not the "quest engine" itself. So what I think it comes down to is if you are sick of quests... Then you are sick of rpgs. Unless someone can enlighten me on another option other then quest-driven games. Posts: 10 | Registered: Friday, September 24 2004 07:00 |
Why does Jeff have a bad rep? in General | |
Apprentice
Member # 5015
|
written Friday, September 24 2004 09:39
Profile
I did ia search of Jeff Vogel on these boards and the majority was people on here coming down pretty hard on Jeff. He doesn't seem to be too popular here (on his own boards :P ) I'm wondering why? I'm a wannabe indie game developer, and have downloaded Jeff's demos, read all the info on his neat links, read all the ariticles on irony central, and the great articles in the Shareware Developers Resource. All of this gave me quite a high opinion on the man. However, I find not many here feel the same... Posts: 10 | Registered: Friday, September 24 2004 07:00 |