Good to hear there's still some interest in Bjørnar's universe!
There's no way I could port the interface over to the latest AGS version (believe me, I've tried!), so v2.72 would hopefully still do it.


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Show posts MenuQuote from: Michael Clayton on Mon 04/10/2010 22:57:51
The game is awesome! Is it possible to run it on Fedora 12?
Quote from: MashPotato on Fri 09/01/2009 03:15:27
It was a big pleasant surprise to see B&B up there! Thanks Gilbot
Quote from: theRedPress on Tue 04/11/2008 01:29:22
You could give the raptor some knees, elbows, maybe some more appropriate dino feet? :/
Quote from: Babar on Tue 04/11/2008 13:54:24
I suggest having his eyes closed.
Quote from: TwinMoon on Mon 03/11/2008 23:29:01
Well, it means you deleted one too many
In room 1, the game tries to run a function called "room_c" but it isn't there.
My guess would be to open room 1 (doubleclick it and edit room), open the events tab (the button in the bottom right with the lightning on it) and see if any of the events points to room_c.
Then remove that text of course.
Quote from: Trent R on Mon 03/11/2008 19:50:51Should I put some blue in them? Maybe that will help!
However, his eyes are bugging me.
Quote from: Questionable on Mon 03/11/2008 20:22:09
The space between the Pteros belly and the egg (the white space) feels odd.
Quote from: Babar on Mon 03/11/2008 18:44:17
Pterodactyl is great also, but I'm not too fond of the legs. Can't think how you could make them better, though...
Quote from: rbaleksandar on Thu 30/10/2008 06:48:40
The only think that you should probably fix is the inventory - make it out of paper too, cause it look odd.
Quote from: Stefano on Sat 01/11/2008 19:19:05
This definitely is my kind of game! Wouldn't change a thing.
Just love the cultural critics concealed behind the purposely misspelled dialogs and naive art.
My personal favorite bit: The knocking on cousin Anton's door animation. Don't know why exactly, but I laugh every time!
Thanks for making it!
-Stefano
Quote from: monkey_05_06 on Sun 28/09/2008 10:07:49
You're using some legacy scripting there (this scripting is designed for AGS 2.62 and earlier), so my first question would be which version of AGS you're using.
Quote from: monkey_05_06 on Sun 28/09/2008 10:07:49
Basically you'll want to do something like this:
if (keycode == 9 || keycode == 54) { // TAB or 6
if (IsGUIOn(LUGGAGE) && IsGUIOn(OPTIONS)==false) { // Inventory GUI is off, so turn it ON.
PlaySound(358); //bings
StopMoving(EGO);
GUIOn(INVENTORY);
GUIOff(LUGGAGE); // button that opens inventory if clicked on
if (GetCursorMode()==eModeWalk) SetCursorMode(eModeUse);
}
else if (IsGUIOn(INVENTORY)==true) { // Inventory GUI is on, so turn it OFF.
PlaySound(359);
GUIOff(INVENTORY);
EnableCursorMode(0);
GUIOn(LUGGAGE); // button that opens inventory if clicked on
SetGlobalInt(1, 0);
}
}
Quote from: KhrisMUC on Thu 11/09/2008 09:28:28
Question though: Why are you animating the object, then setting it to visible afterwards?
if (logtaken == 1) {
oLog1.SetPosition(167, 132);
oLog1.SetView(493,1);
oLog1.Animate(1,2,eRepeat,eNoBlock,eForwards);
oLog1.Visible = true;
}
else if (logtaken == 2) {
oLog2.SetPosition(167, 132);
oLog2.SetView(493,1);
oLog2.Animate(1,2,eRepeat,eNoBlock,eForwards);
oLog2.Visible = true;
}
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