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Plume & Akakak

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Everything posted by Plume & Akakak

  1. Don't Galvani-ze yourself too much !
  2. you didn't stumble on this one, OverFaller. EDIT : Swift'd. wait, no.
  3. You can now JustDitch your answer, though it was funny. Sorry !
  4. You're red and white, You're Santa ! --- and nah I was referring to the "no obscenities" rule. It becomes tacky with body matters. Different strokes for different people, all that.
  5. There's a snake in your boot, OaterLover.
  6. Look, here come the quiet Xanax Fellows !
  7. nice facial crops, Kibbutz ! also : warning, your rules . But, lol, nice one !
  8. But Bill, there is Mechwarrior Online. Being an old table-top-Battletech and Mechwarrior-RPG player, I used to play it a lot 2 years ago, and had a lot of fun with it. Don't know what it's like now though.
  9. Having provided music to short films and multimedia projects, I think the people at Squad did a great job and made good choices with the game's soundtrack, the two highlights being, in my opinion, the title theme (which captures that Right Stuff feeling in an efficient MIDI-ish, childlike-fun way), and the ambient track when a vessel reaches space. Now I'm pretty sure they are aware that making an everlastingly listened soundtrack for a game like Kerbal Space Program would be difficult. The game is slow, played many times, the tracks are heard over and over again. And it is a sandbox game, it puts the emphasis on its user's creativity and feelings of appropriation : people build their very own vessels, people mod it, etc. So it's no surprise that at some point, its soundtrack gets customized as well. More tracks, different ones for each celestial body, for night time and day time, even for each biome would surely be enchanting. But I feel that due to the nature of the game, and after being heard over and over again, it would lead to the same result : people would start cooking their own earfood. Writing this made me think of that very clever tool Maxxi put in Spore. Spore was also about its user's intimate experience, - letting him build his own stuff -, but they implemented an easy-to-use 4-track sequencer, that allowed the player to customize the music of his planets. I think there were two tracks for background ambiences (offering a choice of presets), one for the rhythm, and the last one was the melodic line, which could be programmed. Tempo control, the possibility to mute tracks, and a set of basic sounds for the melodic line were also available. It was neat and very enjoyable. Cheers
  10. Ow, you are fast, Pick Pocket Apprentice. I could not answer back to the severe statement xXIn-Dat-Strict-CableXx sent me.
  11. You're putting a lot of energy into this, SpenderMan.
  12. What's on your mind, Mad Sentient Socket ?
  13. Hey there, fenster7 ! (more chances to get it for german people...)
  14. @TheSoundOfTrees : Excellent choice with Magma ! A classic ! Let me complete the late 70s / early 80s space-disco list with these sonic orange-juice pieces : - Dee D. Jackson, Automatic Lover (1978) - Sylvia Love, Extraterrestrial Lover (1979) - Nancy Nova, The Force (1981) - The Immortals, The Ultimate Warlord (1979) - Amanda Lear, Black Holes (1978) --- and that's it, fellas. * sparkles away
  15. I talk to my screen with my nose pinched. ... "Hey Bill ! I think we're out of fuel !" "It's your turn to get out and push, Bob !" Come on. I know you do it too.
  16. One of my favorite games as well. Me and my wife spent days on it, modelling all the plushies of the house : D --- Funny coincidence, your signature brought back memories of this burger-ship we built in Spore.
  17. Hello PsychSpec, Your intervention definitely has the features of game studies. I know a few researchers who use the same method to glean their data (and I'm not totally innocent myself). Anyway, if a statistic is coming out of this, I would be greatly interested in seeing it. : ) Trained video-artist here, with both Master of Arts and Master of Fine Arts degrees. I'm also a musician, and have provided sound design & music to short films and multimedia projects. When it comes to videogames, the line between work and leisure is a little blurred for me, since I've exhibited works involving alternative uses of videogames. It has become kind of a habit for me to see games as sets of pencils... Like other sandbox games, KSP lets its user tinker in the workshop/studio. This appeals to me for obvious reasons, I guess. There's of course a childhood fascination for space and science-fiction that never died down. I also like KSP for its slowness and its arid graphic environment, there's room to think & build. Cheers
  18. (a copy&paste of an answer I gave in a similar thread, but since there is activity on this one again...) Coming to my mind... From LucasFilm Games, on an Atari 130XE : - Ballblazer : - Rescue on Fractalus : (The terror I felt when I met a green-helmet pilot for the first time is still etched in my memory.) - The Eidolon : - Later, on Atari ST, but still by LucasFilm Games, Zak McKracken and the Alien Mindbenders : play online --- Then I liked what Ere Informatique (later called Exxos, then Cryo) was doing. Their science-fiction universes were rich and light-years away from anything else in the videogame industry : - Extase : abandonware download (french) - Captain Blood, and I still have a crush for the 1994 reboot Commander Blood. They used cool hand-muppets for some animations : Commander Blood abandonware download (french) - Purple Saturn Day, especially its psychedelic Hyperspace Jump event : play online - also Kult : The Temple of Flying Saucers, Teenage Queen or RoBBBot... --- Then randomly... - Lemmings, of course: play online - Loved being a princess riding a dragon and having fun carbonizing valorous knights in Thanatos : - And forever : Did anyone play these ?
  19. For the mini-minis. (re(re(re(re(re(re-post, yes))))))
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