User information for Tom Kidd

Real Name
Tom Kidd
Nickname
Schnapple
Email
Concealed by request - Send Mail
Description
Signed On
April 1, 2000
Supporter
-
Total Posts
861 (Graduate)
User ID
3675
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861 Comments. 44 pages. Viewing page 2.
Newer [  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16    44  ] Older
34.
 
Re: Asshole
Jul 13, 2005, 13:15
34.
Re: Asshole Jul 13, 2005, 13:15
Jul 13, 2005, 13:15
 
I don't know what's worse, that Blue's is the only place reporting on Romero or that the people here will harp on him so ruthlessly.

Like it or not he helped make DOOM and that's like being the guy who wrote the Tonight Show theme song or wrote the Da Vinci code - it's the sort of thing that can carry you finanically and stature-wise for life. Hell he probably still gets royalties every tme someone buys that $10 CD at Wal-Mart with the original games on it.


This comment was edited on Jul 13, 13:15.
16.
 
Re: No subject
Apr 6, 2005, 08:37
16.
Re: No subject Apr 6, 2005, 08:37
Apr 6, 2005, 08:37
 
I'm just posting this so I can remember what my username number is.
6.
 
Bona fide
Feb 1, 2005, 10:36
6.
Bona fide Feb 1, 2005, 10:36
Feb 1, 2005, 10:36
 
Am I the only person who, ever since "O Brother Where Art Thou", can't take anyone who says "bona fide" seriously?
18.
 
Trivia time
Jan 21, 2005, 08:46
18.
Trivia time Jan 21, 2005, 08:46
Jan 21, 2005, 08:46
 
The original Area 51 ran on "CoJag" - Atari Jaguar hardware for the arcades.
8.
 
Let me get this straight...
Jan 20, 2005, 08:43
8.
Let me get this straight... Jan 20, 2005, 08:43
Jan 20, 2005, 08:43
 
First we have Resident Evil, which is based in part off of zombie movies like the ones George Romero used to make.

Then we had the horrible Resident Evil movie which George Romero was originally signed to make but backed out (and should have made since as they are they suck)

Now George Romero is making games? Let's hope his games are better than the Resident Evil games. The master doesn't always outdo his student on his student's turf (see Tomb Raider versus that TR-like Indiana Jones game)
1.
 
Suggestion:
Jan 13, 2005, 10:30
1.
Suggestion: Jan 13, 2005, 10:30
Jan 13, 2005, 10:30
 
Continue to use the 3-D engine you developed, but also have a "retro 2-D" mode where it uses the engine but is only concerned with one plane of existence. Kinda like those 3-D sidescrollers.
6.
 
I thought...
Jan 12, 2005, 11:26
6.
I thought... Jan 12, 2005, 11:26
Jan 12, 2005, 11:26
 
I thought it was the big thing that Myst IV was to be the last one. Like it was finishing off the story line. Of course now this one makes it sound like it's finishing off the storyline.

Of course I also heard that Riven was supposed to be the last one. This was on a television interview with the designers. So when they announced after Riven that the designers were splitting up, I thought "no big deal there's no more games"

So do the Myst games actually have anything to do with each other? Does anyone from the original game have anything to do with the other games? And where did URU fit in all this?
56.
 
Re: Id mod support
Dec 28, 2004, 16:21
56.
Re: Id mod support Dec 28, 2004, 16:21
Dec 28, 2004, 16:21
 
Actually it looks like it's the lack of id Software support, the fact that people won't work with him very well, and the fact that DOOM 3 is different technology than what he expected.

Well perhaps id Software is busy with the holiday season. They do have that site to help people (http://www.iddevnet.com/doom3/). Or maybe this guy has pissed them off for some reason (his "hunches").

And as for DOOM 3 not being good for anything other than DOOM 3 - oh well. I think this person sounds very unprofessional and very bitter about something. Whatever.
2.
 
Re: No subject
Dec 23, 2004, 13:07
2.
Re: No subject Dec 23, 2004, 13:07
Dec 23, 2004, 13:07
 
Actually it's apparently a rare thing to have a Civil War game, and an even rarer thing to have a good one. IIRC, this is the game that the Grognards in PC Gamer seemed to think had potential. Looks like it went through a name change to get with the publisher Activision Value under the History Channel logo.

I could be wrong though, could be a different game.
3.
 
Re: And so I pray...
Dec 14, 2004, 23:48
3.
Re: And so I pray... Dec 14, 2004, 23:48
Dec 14, 2004, 23:48
 
Yeah probably nothing life threatening - but I think there are only two ASE guys...
6.
 
Re: No subject
Dec 9, 2004, 11:09
6.
Re: No subject Dec 9, 2004, 11:09
Dec 9, 2004, 11:09
 
Oh and also, ASE does have an SDK but like you said - no Mac/Linux stuff
5.
 
Re: No subject
Dec 9, 2004, 11:06
5.
Re: No subject Dec 9, 2004, 11:06
Dec 9, 2004, 11:06
 
Yeah I'm a registered ASE user but ASE has two problems:

1. No Mac/Linux/etc. version (as you addressed)
2. ASE is slow to update/support a game. HL2 DM still isn't in there (but CSS is, so it would be a filters trick if nothng else).

This is probably due to it being a single developer in his free time (I presume) so not something developers/publishers want to work with (look at the problems Linux has in the enterprise)

Still, I hope someone steps up to the plate like Gordon up there suggests - hell, if I knew more I'd do it.
1.
 
No subject
Dec 7, 2004, 13:25
1.
No subject Dec 7, 2004, 13:25
Dec 7, 2004, 13:25
 
Just like GTA: Vice City. Only it sucks.

Just kidding, I haven't played it.
2.
 
Re: What the...
Nov 15, 2004, 08:31
2.
Re: What the... Nov 15, 2004, 08:31
Nov 15, 2004, 08:31
 
wow. Essentially makes it using the Quake II engine. Almost a neat idea - maybe I'll build a Voodoo 3 system later (card is laying around here somewhere) and try it out...
62.
 
Re:
Nov 12, 2004, 12:53
62.
Re: Nov 12, 2004, 12:53
Nov 12, 2004, 12:53
 
I ordered the Gold Pack from Steam, which cost $119.90 USD including postage. I'll be the first to admit that it's she who must be obeyed who balances our books in this house, but she's not blown a gasket about this charge, so I've been assuming they hadn't actually billed it yet.

I haven't ordered the game through Steam, so I can't vouch for what's happening, but could it be the classic confusion of charging and reserving.

Let's say I order a hotel room with my credit card two months in advance. I don't pay for the room until I'm done. Let's say that between the time I reserve it and I check out, I max out my credit card and so I can't pay. The hotels don't like this. So what they can do is put a reserve on my card of some amount (the amount of the room, or perhaps more to anticipate what I may charge to my room). This lowers my limit but doesn't actually charge my card. When I pay then the reserve is lifted and the charge goes through.

In the case of something like a Steam package where the price is set, it could be that people are noticing their balance go down by the amount but not actually charged yet. Ergo, they can't max out their credit card and Valve is in the clear as they haven't charged them yet.
46.
 
Re: Good, Now...
Nov 9, 2004, 08:54
46.
Re: Good, Now... Nov 9, 2004, 08:54
Nov 9, 2004, 08:54
 
What else effects the decision? I'm trying to come up with something, but it seems to me that publishers are almost always driven solely by money, so if a game wasn't profitable the first time around, why take chances with a sequel?

Well, and this is my total guess here, but the other factor at work is how much will it take to make a game. If a publisher can make the game cheap (i.e., the developer agrees to eat a lot of the cost, it uses existing tech, developer made it out of love, etc.) then the publisher might be more apt to comply.

Plus, the gaming industry is different. Sure, games like Halo 2 will sell millions of copies, but for a PC game, selling 100,000 copies is considered a success. For all the problems with Tribes 2 it eventually sold 200,000 copies, meaning that it broke even (very expensive project due to delays, etc.) and sold enough to greenlight Tribes: Vengenance.

Finally, this weird thing happens sometimes when the mere existence of a sequel gets people stoked for it. No One Lives Forever sold a paltry amount, but just enough to get Sierra interested in a sequel. A ton of people got interested in the game and not only bought NOLF 2 but the original game as well (value priced by then). By contrast, I was never interested in The Bourne Identity but when the sequel, Bourne Supremacy came out, I got interested in the first one.
22.
 
Re: No subject
Nov 7, 2004, 11:58
22.
Re: No subject Nov 7, 2004, 11:58
Nov 7, 2004, 11:58
 
well, i was hoping something exciting after all, the reputation of this game was very nice though i never played it. i downloaded it, played it and totally deleted it from my hd. sorry folks, this game sucks, its boring, looks like 20 year old vhs tape, and the most important thing, i was dissapointed. is this really the game hat everyone was claiming?
sorry if i never played them before but this game sucks balls.

Well, here's the thing - no one out there is actually ever going to go on record as saying Dragon's Lair is a great game. The game was released in the early 1980's at around the time of the video game crash. Picture it - they went from graphics that looked like Pac-Man to graphics that looked like a saturday morning cartoon. Plus, it had a plot - we knew why Dirk the Daring was trying to rescue the princess, but we didn't know why Pac-Man was in a maze eating dots.

Simply put, people like this game because of nostalgia. They like to play it every once in a while and remind themselves of their youth, when there weren't as many video game options.

What's happened, though, is that Digital Leisure has come into possession of the game's rights and franchise and is filled with barely adept programmers (they can't seem to figure out how to handle non-default installation locations) and a need to milk the franchise dry. Don't get me wrong, the DVD-Video versions of DL1&2 were pretty genius, but to take one of your own games, film it, then sell it as another game on DVD? They're getting pretty desperate. I guess Mad Dog McCree didn't sell too well...
7.
 
Re: Don't bother
Nov 6, 2004, 14:22
7.
Re: Don't bother Nov 6, 2004, 14:22
Nov 6, 2004, 14:22
 
How can they make a game that works with DVD/PS2/Xbox?

Simple - it's just a DVD that uses authoring capabilities to simulate input. Essentially that's all the old laserdisc ones ever did. The PS2 can play it, the Xbox would need that DVD kit. The PS2 is a good match actually since it can use the controller.

But like has been said before - looks like for this one they didn't hand-draw any animation and instead used the Dragon's Lair 3D engine. Which would explain why it's so quick to market and demo. Hell, it looks like they're even using the Dragon's Lair 3D levels, meaning it's essenially Dragon's Lair again, but done in 3D. Only not Pixar 3D.

I've got the first game like this - oddly enough this inspires me to buy the second game.
4.
 
Re: Milkshape
Oct 30, 2004, 15:17
4.
Re: Milkshape Oct 30, 2004, 15:17
Oct 30, 2004, 15:17
 
If you outgrow Milkshape and can't afford 3DS Max, Lightwave or Maya, there's always Blender:

http://www.blender.org/

A commercial program that went open source when an organization got the donations together to buy it (the original company went out of business), it's interesting.

There's also the Maya PLE:

http://www.alias.com/eng/products-services/maya/maya_ple/index.shtml

You have to render everything in a "not portable to real Maya" format and with watermarks, but it's free. Plus the version that comes with UT2004 lets you model for that game.
6.
 
Re: No subject
Oct 30, 2004, 14:03
6.
Re: No subject Oct 30, 2004, 14:03
Oct 30, 2004, 14:03
 
It would be really funny if we found out at some point that Soul Quest was also the name of an unfinished old series of Sierra games, alongside King's Quest, Space Quest, Police Quest and Quest for Glory (aka Hero's Quest.

Good times...
861 Comments. 44 pages. Viewing page 2.
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