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Old 04/09/2010, 09:00 am   #101
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Quote:
Originally Posted by Ash735 View Post
but I still yearn for a game with a proper music score
Have you played the Sam and Max games, by any chance? They have an excellent score, one of the best in gaming history as far as I'm concerned.
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Old 04/09/2010, 09:23 am   #102
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Have you played the Sam and Max games, by any chance? They have an excellent score, one of the best in gaming history as far as I'm concerned.
*Monkey Island game

**New Monkey Island Game incase you try and get around the previous comment
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Old 04/09/2010, 10:53 am   #103
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Tales had a decent score in my opinion. I hope that if they make another Monkey Island game, Michael Land is locked in a shed on a mountain for eight months with a locker full of miscellaneous drugs and a room full of instruments and they use every second of what he comes up with. I think that's what was missing from Tales' score. Mountains and drugs.
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Old 04/09/2010, 11:17 am   #104
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I can't stand the Sam & Max music.....ironically. Except for one or two okay tracks. The first Sam & Max game had a good soundtrack, though.
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Old 04/09/2010, 04:26 pm   #105
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Looked through the whole list and.... shucks didn't see employee lunch taste tester.
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Old 04/09/2010, 04:45 pm   #106
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Why do you think they hired Suro and Majus?
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Old 04/09/2010, 04:56 pm   #107
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"Okay guys, how does it taste?"
"The sandwich tastes good, damnit. It's the same sandwich every day!"
"Thanks!"
"Can we make cutscenes now? It's been two month..."
"No."
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Old 04/09/2010, 06:06 pm   #108
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Quote:
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"Okay guys, how does it taste?"
"The sandwich tastes good, damnit. It's the same sandwich every day!"
"Thanks!"
"Can we make cutscenes now? It's been two month..."
"No."
"Ok someone sent homemade brownies, here taste these"
"How are they?"
"Ugh" ~Chokes~
"OK everyone don't eat the brownies"
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Old 04/09/2010, 06:27 pm   #109
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"The brownies came with a note: The first one's free. Huh, what does that ... ?"
Majus, "Hee hee hee. Maaaaaan guys, we should really go get some pizza!"

Aaah ... so that's why he grew the Shaggy beard!
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Old 04/09/2010, 06:29 pm   #110
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Interns was filmed in front of a live studio audience.
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Old 04/11/2010, 01:59 pm   #111
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Ooooo.. this thread makes me want to join the cast of Glee and sing about things that have no relevance to this at all.

*fills out resume

*realizes he's about as artistic as snail snot

*sends it out anyways

Last edited by irhxcbcziuzxs; 04/11/2010 at 08:47 pm.
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Old 04/13/2010, 01:27 pm   #112
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I applied for testing today. I'm not professionally experienced, but have sloughed my way through enough games that I'm used to monotonous tasks, just to test my own weird theories on the game's exploits here and there, and I'm fairly good at communicating.

I've taken a class on game testing too and submitted more bug reports than I'd like to admit. Mostly because I have a strange ability to crash almost any game I play in repeatable ways.

What other skills should I sharpen to make sure I'm ready for interview?
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Old 04/13/2010, 03:38 pm   #113
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When I was doing testing, they interviewed me by showing me two different pictures and then asking if you can see the difference between the two pictures.

They also asked me to write a small list of instructions for a task.

They are basically looking to see if your observational skills are up to par and whether or not you are capable of writing reports that make sense.
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Old 04/13/2010, 04:36 pm   #114
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Heh, reminds me of one of my fixlistings of a fan-made patch for a mod;
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* Prevented the door's to Raving's Weapon shop and the Fan Fiction shop from locking with a 0% lockpick strength after being lockpicked after being closed for violence (following me here?), but still requiring a lockpick. It will now remain unlocked. Also closed Phasmatis door and the Weapon shop door when they are locked, as it looked a little weird to find a locked, yet open door..
Hehe... was pretty difficult to explain what the issue was, as you can see/read .
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Old 04/13/2010, 07:11 pm   #115
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Quote:
Originally Posted by Hassat Hunter View Post
Prevented the door's to Raving's Weapon shop and the Fan Fiction shop from locking with a 0% lockpick strength after being lockpicked after being closed for violence (following me here?), but still requiring a lockpick. It will now remain unlocked. Also closed Phasmatis door and the Weapon shop door when they are locked, as it looked a little weird to find a locked, yet open door..
Here's how I might reword that to make a bit more sense.

Bug B: The doors to 'Raving's Weapon Shop' and the 'Fan Fiction Shop' are prevented from locking with a 0% lockpick strength once a lockpicking attempt has been made after the shop event violence closes the shop. It now remains locked and you need a lockpick to automatically open it.

Bug C: Also, the 'Phasmatis door' and the 'Weapon Shop' doors, when open can still be locked. The doors are in the open position while the lock is still active.
Suggested Fix: Have a conditional statement 'If door open, door = unlocked' placed on all doors.
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Old 04/13/2010, 10:34 pm   #116
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Quote:
Originally Posted by tana View Post
"Ok someone sent homemade brownies, here taste these"
"How are they?"
"Ugh" ~Chokes~
"OK everyone don't eat the brownies"
My brownies will not make you die. I promise this.
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Old 04/14/2010, 12:59 am   #117
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Quote:
Originally Posted by Roivas View Post
Here's how I might reword that to make a bit more sense.
Well, it wasn't as much a bugreport as a note in the readme stating what I have fixed. Apparently I wasn't really clear though since the way you rewrote it is almost the opposite of what the bug was .
Quote:
Bug B: The doors to 'Raving's Weapon Shop' and the 'Fan Fiction Shop' are prevented from locking with a 0% lockpick strength once a lockpicking attempt has been made after the shop event violence closes the shop. It now remains locked and you need a lockpick to automatically open it.
Yeah, kind of the opposite of what I was trying to get across. They *were* locked with a 0% strength, instead of remaining unlocked... and now that has been fixed.
Was I that unclear?
Quote:
The doors are in the open position while the lock is still active.
Atleast I got that across .
Quote:
Suggested Fix: Have a conditional statement 'If door open, door = unlocked' placed on all doors.
Although I fixed it by just closing the door if open when locking it .
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Old 04/14/2010, 08:43 am   #118
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Whoops, I guess I read that first one wrong.
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Old 04/15/2010, 02:59 pm   #119
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To bad i'm still in school... I could voice act for some games if theres an opening, is there?
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Old 04/15/2010, 04:20 pm   #120
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From what I was told, they typically outsource their voice acting duties to another company. If you're interested in getting into voice acting there is a video series I've linked below that has some tips.

http://thatguywiththeglasses.com/vid...the-techniques

This is in the middle of the series but you can find the rest pretty easily from there. The basic keys are excellent grammar, clear pronunciation, and having a good setup. Practice should probably go without saying... but I said it anyway.
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