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Nicolas Alvarez wrote:
> Well, for Riven, you can just copy the .MHK files from all disks into
> your Data directory. In fact, you could "build yourself a DVD version".
> I think you need to edit one .ini file that maps datafiles to discs, and
> disc numbers to disc labels.
Having worked on multi-disk programs back before hard drives were
common, let me guarantee that any program that requires you to swap
media has a mode that will let the developer do it without swapping
media. ;-)
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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I was bored last night, so after reading this post, I decided to play Exile. After
about thirty minutes, I was even more bored that before.
I had forgotten how tedious the interface is. Move forward, wait, move left, wait,
oops - gotta go back, turn around, move forward, wait, move forward, wait...
Arrrggg.
I reckon I'll try to finish it this time, though.
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> I was bored last night, so after reading this post, I decided to play
> Exile. After about thirty minutes, I was even more bored that
> before.
>
> I had forgotten how tedious the interface is. Move forward, wait,
> move left, wait, oops - gotta go back, turn around, move forward,
> wait, move forward, wait... Arrrggg.
>
It needs keyboard navigation... would make it faster.
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Kyle wrote:
> I reckon I'll try to finish it this time, though.
I noticed that. Reinstall with the full-install, so it copies everything
to your hard drive. You're waiting for full-screen high-color images to
be copied off a CD after a seek. :-)
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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On Thu, 13 Dec 2007 14:05:13 -0300, Nicolas Alvarez
<nic### [at] gmailisthebestcom> wrote:
>It needs keyboard navigation... would make it faster.
Indeed. I like the puzzle aspect of the game, but when it takes 20 "moves" to go to
point B...
It'd be nice to just speed run over there. How about Myst Source?
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Kyle wrote:
> Indeed. I like the puzzle aspect of the game, but when it takes 20 "moves" to go to
point B...
> It'd be nice to just speed run over there.
Actually, there's one puzzle in Exile with five settings that correspond
to five buttons. No real reliable way of figuring out which goes with
which. The first time I played it, going between the "try this one" and
the "set the switches" involved literally going all the way around the
island each time. Maybe 100 or more clicks. I figured they'd done it to
keep you from just trying a bunch of combinations, but it was annoying
as anything.
When I replayed it, I realized you could basically climb the rock
sticking up out of the water and hoist yourself up onto the railroad
tracks, and it turned into maybe 8 or 10 clicks to get between. Sheesh.
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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Interestingly enough, it looks like Uru is done in a combination of Java
and Python. Faaascinating. I wonder which is used for what.
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On Thu, 13 Dec 2007 18:24:49 -0800, Darren New <dne### [at] sanrrcom> wrote:
>Actually, there's one puzzle in Exile with five settings that correspond
>to five buttons. No real reliable way of figuring out which goes with
>which.
Are you referring to the puzzle with rings of reverberating sound waves that block the
sphere? If
so, there is a logical solution. I'll tell you if you want to know.
>The first time I played it, going between the "try this one" and
>the "set the switches" involved literally going all the way around the
>island each time. Maybe 100 or more clicks. I figured they'd done it to
>keep you from just trying a bunch of combinations, but it was annoying
>as anything.
>
>When I replayed it, I realized you could basically climb the rock
>sticking up out of the water and hoist yourself up onto the railroad
>tracks, and it turned into maybe 8 or 10 clicks to get between. Sheesh.
There have been a few times that I've passed walkways because they were hidden in the
surroundings,
only to find them later during frustrated run-arounds.
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Kyle wrote:
> On Thu, 13 Dec 2007 18:24:49 -0800, Darren New <dne### [at] sanrrcom> wrote:
>
>> Actually, there's one puzzle in Exile with five settings that correspond
>> to five buttons. No real reliable way of figuring out which goes with
>> which.
>
> Are you referring to the puzzle with rings of reverberating sound waves that block
the sphere? If
> so, there is a logical solution. I'll tell you if you want to know.
I know the logic. Guessing which way the tracks go at an intersection
wasn't easy, is all.
> There have been a few times that I've passed walkways because they were hidden in
the surroundings,
> only to find them later during frustrated run-arounds.
Yep. This time, I got to the end of the step stones, and thought "geez,
a dozen clicks, and you come to a dead end? Wait a minute..."
I *did* manage, in the nature age of Exile, to go across the bridge,
make the bridge impossible to cross back, not emplace the other bridge,
and get back to the pre-bridge side somehow. I had to restart the age to
get around that one. I think it was a design bug.
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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On Fri, 14 Dec 2007 19:08:42 -0800, Darren New <dne### [at] sanrrcom> wrote:
>Kyle wrote:
>> On Thu, 13 Dec 2007 18:24:49 -0800, Darren New <dne### [at] sanrrcom> wrote:
>>
>>> Actually, there's one puzzle in Exile with five settings that correspond
>>> to five buttons. No real reliable way of figuring out which goes with
>>> which.
>>
>> Are you referring to the puzzle with rings of reverberating sound waves that block
the sphere? If
>> so, there is a logical solution. I'll tell you if you want to know.
>
>I know the logic. Guessing which way the tracks go at an intersection
>wasn't easy, is all.
Yeah, that's true. Once you go under the center section, it's like "Hmm, it kinda
looks like this
way, but it could be that way. Hmm..." I guess I was lucky to pick the right
direction at that
juncture.
>> There have been a few times that I've passed walkways because they were hidden in
the surroundings,
>> only to find them later during frustrated run-arounds.
>
>Yep. This time, I got to the end of the step stones, and thought "geez,
>a dozen clicks, and you come to a dead end? Wait a minute..."
>
>I *did* manage, in the nature age of Exile, to go across the bridge,
>make the bridge impossible to cross back, not emplace the other bridge,
>and get back to the pre-bridge side somehow. I had to restart the age to
>get around that one. I think it was a design bug.
Since I'm replaying it, that's where I'm at now. It's a visually confusing area, and
the puzzles
are not so logical. I think I may have stoped here when I quit playing it before, but
I don't
recall for sure.
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