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#61
Quote from: Scarab on Mon 26/07/2010 18:17:40
Now finish it!! ;D

Maybe editing the original post wasn't obvious enough, but I did go back and finish the game about a day after the contest. It's much more "Game-Shaped" now. Press SPACE to, you know, scream at kids.

http://www.richardhofmeier.com/greengrass.zip
#62
Scarab:
Nice entry - I'd be interested to know roughly how long it took, in the end. Sharp imagery. Music was a nice touch. Especially liked:
Spoiler
The back-of-the-head shot, when the PC looks out the window. Small thing but added a lot. ...also, the two endings were both nice. I first used the chair on the window to try and climb up, see if anything were on top of the window frame. I was thinking (for some reason) that you had to have something else in your inventory to fire from the slingshot, and was looking for gum or nails or pencils or something. Maybe this feedback means nothing? Just thought you could use some player feedback.
[close]
Magma42:
Haha.
Spoiler
Liked the exchanges between the PC / developer - the ending especially.
[close]
Quote from: magma42 on Mon 26/07/2010 04:16:00
hof, liked the graphics, but I'm not sure I understand the game. I get that I'm repelling the young'uns, but, is that it? Is there a way to win?

Yes, that's it, and no, you can't win (as in life). You'd probably find the finished version is more satisfying.
#63
Late. Suck.
http://www.richardhofmeier.com/too_old.zip

Edit:
Aghghgh... These comps are fun, but this entry was too much like my last one (which was also broken / unfinished) so I took another few hours and finished the game. The original comp entry is still intact above for official, humiliating compliance. Here's the finished vers:
http://www.richardhofmeier.com/greengrass.zip
#64
(deleted)
#65
I'm in. Already 3/4 finished. That's last quarter, though....
#66
Dr. McCrea:
Fun names. Pretty absurd. Sounds too?!

Dr. Wyz:
I was surprised by the how much of my experimental clicking was accommodated with a response. Honestly, I didn't care much for the puzzle mechanics, because the solution didn't reward attention to detail - I just had to click everything against everything to reach the end. Mostly the smoke threw me off.  Probably this all says more about my lack of skills in adventure games than it says about your adventure game. Good BGs, though - how much of the time was spent here? (Edit: Watched your video - thanks for putting that up!)


Both of these games worked, which is more than mine can say.

I vote Steve.
#67
quite late, but hey.

Wrath!

(Edit: Made link accurately clickable)
#68
(deleted)
#69
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#71
The degree to which this qualifies as "sadly overstated" is only factually accurate.



x2


w/ background, characters.


Side note: Turns out, you can get everything in the above image (including the hot GF and cabinets) without the degree, though in 1990, I would've found hovercars easier to believe.
#72
Private Beta / Demo:

I'm seeking some feedback on a small game which is nearing completion. It's not exactly "beta testing" type of material, since the game isn't complete enough to be called a beta, but I'm interested in hearing some feedback from other folks before I start applying coats of varnish on it.

#73
The Rumpus Room / Re: Happy Birthday Thread!
Fri 13/11/2009 18:43:26
Quote from: bicilotti on Fri 13/11/2009 11:05:48
I have to repeat myself!

Quote from: bicilotti on Thu 12/11/2009 11:05:08
Happy birthday to a very talented and inventive game maker

this time, hofmeier!

Hey, thanks, mate! I'll have something new out, soon - I swear!
#74
Sorry to dig up an aging thread, but I encountered a similar problem, using the new beta 3.2.0.93.

I'd been seeing the (bizarre?) "read or write of protected memory" crash described here once every three or four work sessions with the new beta.

AGS crashed this way during the pre-"Run without debugger" autosave. After restarting, all sprites were black single-color squares, and the sprite cache was drastically smaller in file size! Like trees at the blast site, all the imagery was vaporized - leaving only blackened skeletons!

GOOD THING I BACKED UP.

Sorry I can't be more precise about this, but it happened so fast. I'm using XP 5.1 SP2 if that helps. This crash definitely occurred in the middle of the autosave, though.
#75
General Discussion / Re: Adventure Game Tattoo
Sat 22/08/2009 00:46:59
(deleted)
#76
Please permit this particularly gratitudinal post, which is especially praisetacular for the following update:

Quote from: Pumaman on Sun 03/05/2009 15:34:47
* Fixed "Internal compiler error: table overflow" if there were a lot of imported functions/variables

What speed! What precise efficiency! CJ, you're such a giver. You have my profound and numerous  thanks - this little hiccup was ruining my life. (Also, my GF says thanks, because I was being a furious grouch while dealing with tabular overflowery).

Dang, some real fine games will be made with this thing. Ain't nothing can stop us, now!
#77
Advanced Technical Forum / Re: Table Overflow
Wed 08/07/2009 03:34:16
Thanks Chris!

In the case of this project, 2500 functions/variables aren't truly necessitated - It's just inefficiently scripted.

However, it sure helps knowing decisively that functions are included in this limit. Eliminating/combining functions will be easier at this stage than doing so with variables.

Now, to the operating room with a scalpel.

Edit:
After much consolidation, things are operating correctly, now. Adding a single global function or variable will evoke the overflow error.

Perhaps it's worth noting that, during the process of trimming away the fat, it became apparent that removing or consolidating any GUI / Character / Inventory functions did not affect the overflow. Only removing "user defined" functions/variables did the trick.

(For example, defining the functions of several "Close Window" buttons under a single comprehensive function effectively removed twenty of the old functions - but the error didn't budge. Only by simplifying the imported materials can this limit be complied with. ...but, of course, CJ had already made that clear in his reply.)
#78
Advanced Technical Forum / Table Overflow
Fri 03/07/2009 09:17:02
Mid-way through a productive work session on a project that is [quite painfully] near completion, I encountered a hitch when attempting to compile a build for beta test purposes.

"Internal compiler error: table overflow"

This error is perhaps related to the difficulties explored in the following thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34580.0

However - it differs in these ways.
I'm using AGS 3.1.2 (Wasn't there a fix in 3.0.1 that addressed a table overflow in the Global Script? Is this related?)

Also, the last word on this error was from CJ himself, advising

Quote
"to create a script module and move some of your code into that,"

which I was quick to do. Still,  the error persists.

All of the global variables are implemented using the Global Variables Pane, and they number about 500-600. Am I pushing it?

Many other local variable symbols are used liberally throughout the code, but in ways that I've assumed are safe.

//==== Bottom Line: ===== //
1. Is there a concrete limit on variable symbols in AGS? If so - I don't think I'd be even coming close to it, without faulty scripting.

2. What manner of faulty scripting could cause a "Table Overflow" anyway?

2. Oh my god help. This project is almost done - if I have to bin the project, I'm disappearing into the woods forever.
#79
(deleted)
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