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Messages - 2ma2

#441
Awright, I've played it and finished it now.

A great game. The atmosphere was touching and disturbing. Very very nice. THe slight comical features in the latrer part of the game didn't fit that well into it, but the end took it back to the old feelings. It seems like you've started out to make a one-room game but added more things to it :)

Anyho', the graphics are nice. The outdoor focus was a nice idea, but I thought it didn't work that well. Beautiful anims, but using the same over and over got a bit tedious in the end.

The intro was a filmic masterpiece in it's simplicity. Very very very very good in other words. Puzzles we're nice, but you had a bit of pixelhunting there which was slightly annoying ;). Apart from that, a completely kickass product!

Four thumbs up!
#442
Ok, I've spent a couple of days playing this now. It's quite good, tho' the gameplay is a bit slow. It may be psychological but the anti-glide mode really bugs me due to the low amount of walking frames. But enough about that.

The plot is quite strange, very mysterious yet it gives one no real urge to find out more. But you do fiddle around with very interesting enviroements and characters, I tell you that. The game has alot of pros, but alot of cons aswell, so it's hard to make a judgement.

The graphics works well, especially the more bizarre creations like the cashier :)..

I'm stuck about in the same place as Snake
Spoiler
I've dipped the cheese in tar, but I need to color it yellow. HOw the hell do I get that deaf colordude to hear me?

How do I.. "do" something to the giant, so the guard will leave (ok, with this one I got help from your spoiler, but I'm still stuck.

I've got apart from the cheese, a fony cat, a scarf, an axe and I think that's about it ;)
[close]
#443
Awright, I finally got around to play it :) It's a very good game, especially for a first production. However, it's still kinda hilarious how the old ripped backgrounds inspired the new ones (as the rap-building in LSL5 and sheds in LSL3) ;)

A very nice thing is that you've animated ALOT, even tho' you're fairly unexperienced in animating. A BIG applause for that!!! And although some animations are virtually or anatomically impossible, the screwball comedy feeling is only enhanced by it and I laughed out loud at some of them.

It's not all to obvious where you can go and where you can't, I had trouble finding the location of the motorcycle dude at first. Also, there's alot of search in unusual places, however, it's not very annoying, which is unsual when using that in your game design.

Puzzles are nice (but not very original) and easy, however a bit throwed in at some times. Especially the loaction of the vat, which has no logical explanation. It would have been nice if there was some reason of it's placement, whacky or not (like it's an prehistorical vat, brought up by vulcanic activity or something ;)).

The lack of music is not disturbing, but it seems somewhat empty. Also, the sudden outburst of speech when touching yourself scared the shit out of me (basically cause I have my speakers behind me but come on.. a sudden voice, which doesn't include the usual amp noise frequently featured in sound files. Do you want to give me a heartattack?! :))

Anyho', and all in all ok first production. It has some flaws, but even more good things, and it's surely among the best recent releases. The game itself starts out to look like a tribute to LSL3, but developes in a very nice direction. It woul have been nice to have a longer prolouge like why he's on the plane and similar.

And I'm stuck!
Spoiler
I'm on the ship, I've got 52 buckaroos and a camera. I sense a walking dead :)
[close]
#444
blergh, I'll recompile it in the latest then..

thanks peeps. I'm wondering if I would write a full level or similar, or a proper small game, but Fruittree-san sadly won't participate in his current design.. ;) I'm exploring the possebilities of different stuff, and I'll exclude the throwing stars since AGS can't as far as I know, not make new characters, inheriting the star "class".

Spyros: Hey cheers! :D coming from you, it means ALOT!! :)

Ironically enough, this thread has soon passed the amount of replies I got for PD, uncluding the requests for hints. Wowsa.. it's not even a game for crying out loud!
#445
Hehe, it's still the level design error, however, you've brought it to fascinating new levels!

I've updated it due to releasing it at ILB
#447
Thanks people :D Oh, an actual post from CJ in the ann forum. That was unusual ;)

So how come you're restarting in room1 instead of intro?

Cpage, make sure ure using ags51beta2 or later. The files included are:
- ac2game.ags
- ac2game.dta - I thought this seemed unimportant to to dta being teh backup file before, but the sizes weren't equalent.. how knows :)
- acsprset.spr
- editor.dat
- room1.crm

Have I forgot something important?

jan: I was supposed to have two ninjas (hence the system name NONE, as in ninja one :)) who appeared again after the've died, as setting up a highscore system. However, time lacked and I couldn't be arsed to get things up and running. I left the status texts as a display of what CAN be achieved.. as in getting hype without doing it, my favourite hobby ;)

glod: Hehe, there's loads of fine things you can accomplish. I like going down and jump to that pedestial. And then jumply jump up and chop his head off. DEATH FROM THE DEPTHS!!!!11! Have anyone managed to put a star in his forehead yet?

CURRENT BUGS. WILL BE FIXED BEFORE PRESENTED AT ILB
if you for some reason want to keep this and skip downloading it again, do this:

The star collision is triggered from the coordinates, which ofcourse is independant of the star being in the room or not. This happens when jumping up in the middle of the screen after killing th ninja before he's thrown a star. It's also related to you getting killed if being in the far right end after he's thrown one.
Solution is: look up the character NSTAR and set it's starting coordinate to 500. Alter the x value of MoveCharacterDirect(NSTAR,400,character[NSTAR].y); in the timer routine in the beinning of the rep exec to 500 aswell.

Chopping the head off several times. Well it sure is fun to continue to chop it, so either remove the DisplaySpeechBackground() function for sword collisions or simply add a condition if you prefer keeping cliché like remarks.

The unusual happenings of rare violations of the law of physics, as suddenly falling out from the screen in the sides. This happened twice, and I tried hard as hell but I couldn't make it happen other than by accident.
To fix this, read all my code and find where the problem is. Happy hunting ;)

Chris told how to keep the GUI's visible, yet I don't know how it works when they disappear :)

I ENCOURAGE GLOD AND EVERYONE TO TAKE A SNAPSHOT OF YOUR FAVOURITE TECHNIQUE, AND SHOW IT IN THIS THREAD..

..if you like :)
#448
Gee, another one. How is this then. We'll for some reason, Igor called me a scripting god which ofcourse is completely untrue. To earn this trust I made a joke abut writing a platform engine in AGS.

And now I have..

So get your copy today! The zip contains the ags files containing all info about how it's been done, but it also includes some special scenes which Fruittree must have loads of credit for. So basically:

1: A compiled game, short as hell and
2: the source to the platform routines

The game doesn't end when killing the ninja, you have loads of sparetime to explore the platform functions. If you want to kick his ass again, press F9. For the legal bull, read the readme, I'm currently to tired to rewrite it nor think straight enough to put it to print in a sensible way. SO READ THE README.. unfortunate, I wrote that one aswell while beeing quite tired, but it's more comprehensible than this crap I'm writing now.

I've also included a cheap eye candy feature where you can take screen shots of the "tense" gameplay.

You can also choose in which file you'll store that particular screen by pressing 0-9, ala emulators

So with that, let's have a screenshot jam. The most unique thing you can accomplish with P:TNI and an underlying text of your choice wins.. uh.. he/she winds.. I'll get back to that m'kay?

There's yet some minor bugs which I can't bother find out why they are and they're to complicated to fix. You can suddenly fall out from the screen near the edge of that thingamob in the middle, due to the level design, but I couldn't be arsed to redraw it and it only happens if you try to slip underneath it while jumping in 1/10 tries. Also, there's some problems with the jump contra throwing stars functionality, not the delay tho', that's meant to be, but sometimes he throws it twice which should be virtually impossible..

bleh..

Ok, I'll go to bed now, have fun and see if you can find all three ways of killing of that ninja bastard ;)

SPECIAL THANKS TO:
Fruittree, you'll see why and
Trapezoid, cause you provided a useful midi package, just as I went out to look for some tune to use. Cheers dude!

Click here to download

EDIT:
I've updated ILB now with this featured. The latest upload has bug fixes and adjustments as:

- Game crashing when repetadly chopping the head off
- Dying when jumping up in the center before the ninja has thrown a star
- Dying in the far right when the ninja has thrown a star
- The distance measuring when chopping the ninja has been lowered
- Stars no longer continue to fly by when you take a snapshot
- Appearing to be ducking after jumping and throwing a star is fixed

What still is quirky:

- Game crashes if you hold the s button a while after you've ran out of stars. I remembered this after the download ofcourse.
- All animations are still carried out while taking a snapshot
- The infamous "flying spånTM bug", cause I won't redraw the scene just because of that :)
#449
When I joined, right before Rode, the worst things were allready over. I never saw anything pointing towards Y's egositical behaviour. However, the forums were tense, and the winds of changes blew through it, which divided the groups I guess. Yahtzee left, Sarah a bit later, blaiming the hostile enviroment that had began within the community.

We changed, and I arrived in the beginning of it. Next there was the newbie invasion and we got a bigger crisis on our hands with more and more frustrated regulars. Finally, the messiah stepped forward (Pessi) and delivered us out from the pits of agony be keeping his temper in the worst of conditions (Cheers!). And we started working to make things as easy for n00bs as possible, with forum rules posts etc

But Yahtzee then. Well, I don't know cause I wasn't there, but trustful sources game me this explanation: He began to hevae like a complete ass and when people we're really pissed off, he came forward and said that it was all a joke, which pissed people off even more.
#450
jrp:
Spoiler
It was in the end. I killed her and then there was a cutscene where he walks back with the spell to some boss. He said that everything had turned out as the boss had foreseen, and then it crashed, saying that the GUI placement wasn't inbetween 0,0 and room_width, room_height. I played in lowres, does that have anything to do with it?
[close]
#451
It's really good. A bit of lack on the wonderful demon slayer humour, yet it's very funny to play anyho'. The music is also contribution to a almost-spooky atmosphere, and the ending truly rocks

What I didn't like where the execution of the controls. Using bullets have it's downside. How about testing if the zombie is "shootable" upon pressing the button and make him splatter in green gew. Somehow, wasting those foul creatures was a bit disapointing when they just disappeared. :)

Also, the walkmode was a bit annoying, since it seems you took the characters x or y value and added 400 or something. Add about 4000 instead, cause as it is now, he suddenly stops now and then, and the screens ARE rather long :)

Still, two thumbs up, especially for interesting arcade sequences, and once again, the ending :D
#452
I could download it, start it and play it

Some notations: make a wincompile aswell. Just include the winengine in the zip of your version of AGS. I don't have the right one. DOS doesn't work on some comps unless you run it in highres, which makes it SLOOOW.

It's not perfectly clear how you're supposed to get out from the house in the beginning. Maybe add a readme, explain the works of the map. I was stuck for a while there :)

When using the phone, I couldn't figure out how to exit. By clicking on the phone, all I gto was a request of a number, which obvioulsy I didn't have :)

..and some weird error occured. When I quit from the phone room, I got a bluescreen and the comp froze.
#453
Completed Game Announcements / Re:Another RPG
Mon 16/09/2002 21:54:27
The tricky part is assigning the palette. You can't go around doing the usual gfx to import, you have to plan ALL the customizable gfx before working. Then set up slots for it, and import the character sprites so it'll be assigned to the slots in question.

If you're new to palette's, this is NOT to recommended :)

Hmm.. ok if I add this feature to the rpg section in DQ2, or do you wanna do it, Corny?
#454
Completed Game Announcements / Re:Another RPG
Sat 14/09/2002 23:58:17
It's much better than the first rpg tryout (not the first person, yet it was better than that aswell). Especially the battle scenes. I'd advice you to move the characters closer to each other tho'. But WOOT! Character alterations due to battle. I was stunned by the zombie losing vital parts and it featured gore!!11!! :)

Tho', the guy being so small was a bit annoying. Why not making a bigger room to walk in.

Also, the spell screen we're difficult to close. How about making a script that closes the spell window when you've selected one.

And the last thing. I REALLY advice you to make an RPG in 256 colors. The palette effects is simply awe for simulating the different lights of day and night (ala qfg).
#455
Rename the game folder to the name of your choice, then open it up in AGS edit and compile it.

Also, yes, you must re-import ALL the graphics. The first rule of everything is to set up your palette (or ditch it and use highcolor) before doing ANYTHING AT ALL. :)

Also, being lazy is EVVVIILLL! These things take time, let them take it. I've been working with my project for a year+ now, and it's not even near completition. Sure one get bored. But you don't work all the time, and now and then you feel the inspiration bubble up and you get loads of work done :)
#456
Öj.. du är ju svensk! Ã,,nnu en dÃ¥ :) PÃ¥ mina, Chrilles, Vargtass, Andails, rorschachs och de jag nu lyckats glömma hälsar jag dig välkommen till forumet!

About the game then. We'll, I mostly amazed by the fact that you kept the palette supplied with AGS instead of making your own or switch to highcolor. The bugs, which I presume is the one's jannar mentioned, is when you talk to the lady in the xxx club. The characters turns into the blue cup now and then, which is probably that you assigned an idle view with an empty slot or simlar.

Otherwise it's mainly the gameplay. It took me a fair deal of tries before I realised you had to walk up to the door. Also, using the same replies for every cursor mode and such is kinda annoying, you don't know if it's a mistrake or not. Finally there's the excessive use of walk-to points, which makes the character walk to spots when looking at stuff, but then nothing else. I highly recommend you to avoid that :)

Otherwise then. We'll it was a nice tryout to learn AGS. It's wise to learn to handle the basic functions without making an epic storyline or similar, yet it's not something that'll gain much fame within the community. If you polish it, maybe switch to highcolor and then re-import the gfx, it'll be a fairly good first game and you'll get much more nicer feedback.

It may look like I'm slaughtered your work, but you could have done much better with small efforts. Graphics is low-priority, but the gameplay is not very good, due to the facts mentioned above. Increase that and you're set! :)

#457
Igor! I found an even better way to clean the outlines. Make your char just like you want it, and export it as a 24-bit bitmap or something to avoid loosing any detail. The only thing you MUST do is make the background black (or if you have any black outlines #111111). Now simply open this in PS, and fill the background white without any antialias or tolerance. Use the pencil, and set it to lighten. Then set the outline color for for instance the skin parts, and draw ontop of the skin outlines. If your outline is brighter instead, just set the pencil to darken. So far, this is the greatest technique I've encountered. :D
#458
This was clearly awesom. Playing a real badass punk for a change, and a gun. Always carried around. Yay! I must play the first Demon slayer game!

Tho' it may be a bug or something cause:

Spoiler
when using the lamp on the guard, he strifes across the chasm
[close]
#459
I presume the following material you'll give us will rock even more. Anyho', graphically it's terrific. I do hope you didn't dither that background pixel by pixel ;)

Yet, the fact that it isn't finished, let's it down a bit, especially cause you're stuck after that cool cutscene. But scirptwise it's also fabolous. It's nice to see someone dig into the basics, and create something smart yet highly resonable (liking proving yourself infront of that priest) with easy stuff. I don't recall hearing you whining over stupid requests in the tech forum, so three thumbs up only because of that.

Needless to say, it has great potential and you really should finish this. Either that or release it opensource to show the n00bs how easy it is to make oldschool cutscenes (like moving the foreground faster).

Yet, was the aliens head supposed to alter it's shade while talking? :)
#460
Ops... forgot to add this:

The 'e' in Chrille is NOT silent.

Thank you :b
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