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#1
It's an LCD, the native resoltion is 1680x1050.  I'm running windows xp with Boot Camp off of a 2008 iMac.  So I guess with an emulator some wonky-ness is somewhat expected...

I ran that 320x200 game again to compare the bluriness, and after looking at it again I think they are actually equally fuzzy looking... It just looked sharper because the pixels were so much bigger (oops).  Both the 320x200 and the 640x400 display just fine in a window, but the pixels are pretty unreadible in fullscreen.  And yeah, the graphics for 320x200 are drawn in 320x200, the 640x400 are drawn in 640x400.

It's sounding like this might just be an issue with how my LCD displays things.  I have played with the letterboxing a little to no effect so far... any suggestions of configurations to try or ideas of how to get this to work, or do you think it's an unavoidable side effect of the hardware I've got?
#2
I am trying to test my 640x400 game and the edges of the pixels look blurred at full screen rather than being crisp and clear.  I've had this problem before at 320x200, I assume because, as I have read in some other topics, some graphics cards don't support that resolution so well anymore, and have solved the problem with the 2x nearest neighbor filter.  If boosting the resolution of a 320x200 game to 640x400 fixed the issue, I don't know why a naturally 640x400 resolution doesn't work.  Putting 2x nearest neighbor on with this game produces an error that says that graphics mode is not supported.  What am I screwing up here, and how do I fix it so my art looks clear in fullscreen?
#3
By resources I mean the AGS wiki and the online manual... I'll have to look through some of the scripts on this board, but I'm looking for pretty basic stuff.

You sure there was no demo game in the earlier AGS?  I swear I remember it from before the update... Ah well.
#4
Where can I download the editable demo game originally included in AGS 2.72?  The link they currently have doesn't seem to include it, and, as someone starting from scratch on the programming side of things, reading through a functioning script would be very helpful.  I started studying up with the 3.1.2 demo scripts, but I want to switch back to 2.72 since every other resource out there seems to be for this version.
#5
Hints & Tips / Re: How They Found Silence
Sat 05/06/2010 11:19:31
For those who finished the game: did you ever end up using
Spoiler
the rope or trapdoor in the lighthouse
[close]
or were they just red herrings?
#6
Loved the game!  I'm all about story driven games, but there were some great puzzles in this one too (the bookcase and the potion making were my favorites; not too difficult but still complex enough to make me feel smart for cracking them ;).) The sad doll was my favorite character... that was one place where the simple design really succeeded... he was quite haunting.

I know this is pretty much a dead topic, but I'm really curious if the
Spoiler
rope and trapdoor in the lighthouse
[close]
had any significance, since I finished the game without using them-- did I miss something?

Looking forward to your next game, discordance!
#7
eh heh heh heh... Just went back and read the entire original post... sorry bout that kids.
#8
Would it have killed y'all to use spoiler tags?
I guess that's what I get for checking forums for unreleased games...
#9
Hints & Tips / Re: 1213 episode three codes...
Sun 24/05/2009 22:55:06
Hey, thanks!  I'll have to replay it again to see how that all works.  I knew that letter had something to do with it!
#10
Hints & Tips / 1213 episode three codes...
Sun 24/05/2009 07:43:11
I know this is an old game, but I'm behind the times and I'm dying to know a bit more about episode three.  Haven't been able to find any other topics that address this, but is there any significance to the memo and the control board that you don't have access to?  The control board is down by the office-looking areas to the left of some of the clone rooms,  below the room with the memo talking about how the clones grow at an accelerated rate, and asks for a code that I could never find.  The memo screen is up top one of the clone rooms and tells you to swipe a pass card that I also never found.  I still finished the game (with both endings) without ever unlocking these things... is there some kind of plot point I missed here, or are they just extraneous?
#11
Hints & Tips / Re: Minds Eye
Wed 20/05/2009 00:31:25
It's high time someone wrote a proper walkthrough for this game.   Oh look, here's one!

You can pretty much find all of the solutions for the Mind’s Eye puzzles floating around somewhere online, (like this forum) but I’ve yet to see anything that really qualifies as a real walkthrough for this great game.  I know a lot of people prefer this format, myself included, and if you ask me, a walkthrough for Mind’s Eye is a long time coming.  So here you go.

There are two endings for this game, and even though one is really more dying than solving the game, I’ll go through them both.

We start our game in a small padded cell.  Someone, who we later identify as Roland, is talking to us from outside.  Talk to him as much or little as you please, this information isn’t really that pertinent.  Once he’s gone, we can look around our cell a little. 

This game uses a slightly different set of controls for interacting with the environment; in addition to the hands (use), eyes, (look at), mouth (talk to) and foot (walk) options we’ve got a brain, which functions both as an extra option to think about or remember things, and a bit like an extra “use” control.  It’s a bit confusing to get the hang of what needs to be used where, but I’d recommend using it in tandem with the “look” option to get information about things.  And to open doors, for some reason.  Your inventory is that small bar in the bottom left corner, with the save and quit options being left and right bars (respectively) on the side of it.  The bar on the top of the inventory tracks your points with an increasing amount of red liquid.

Anyway, look around the cell as much (or as little) as you like.  It’s pretty clear we’ve got to find a way to get out of here, but with no inventory and the fact that we’re bound makes this first puzzle a bit frustrating.  No worries.  Look at yourself a bit, and notice your extra-long toenails.  Apparently these are also pretty sharp, because if you try thinking about this a bit (use the brain on yourself) you can cut the straps on your straitjacket.  Then we get a little cutscene and introduce Knox and Childs.  You tussle with Knox, and end up tied to a gurney in the lab.

Knox exits the room at the end of the cutscene, leaving behind a book on the sink that you want to take a look at. But you’re tied up to the table, and still can’t move… or can you?  All right, yes, you can.  Basically by clicking around the sink a bunch of times with the walk option will get you to inch over on your gurney closer to it.  It takes a while, and you do actually need to aim for the book, but eventually you can pick it up with the use button.  The book doesn’t help you much, and you quickly pass out.

Back to the padded cell.  You free yourself from the straitjacket again during a cutscene, then start hallucinating.  Use the hands on the bowl of food on the ground to pick it up, and use it on yourself to stop the hallucination.  Use the brain on the door open it, then walk out of the cell.

Walk through the first two hallways until you get to the hall next to the security room.  Roland’s watching a security feed.  Walk towards him.  Childs will come and rough you up during a cutscene, but you manage to free yourself again by attacking Roland upon waking and locking him in your cell.  With the security room now unguarded, you can proceed to Knox’s lab.  Pass the security room and the lab will be the second door down in the hallway.  Use the brain to enter the lab.  A cutscene ensues, and your new objective is revealed: find Dr. Mitchell.  Explore the lab a bit if you want, then exit the room.  Make sure to save before you head south to the next room.

You’ll run right into a couple of doctors guarding the hall, and one of the most difficult puzzles of the game.  Figuring it out is not too difficult, but executing it is another matter, and you’re pretty sure to get killed by Childs a couple times before succeeding.

The object will be revealed to you if you use the eyes and brain on the guards: you’ve got to try to slip past them by hugging the opposite wall and only moving forward a little at a time, when the lights have flickered out.  If you get caught, they call Childs who comes and kills you with his billy club… not such a great idea.  (Pressing escape will let you skip this cutscene if you get tired of watching it over and over).  At least the game is programmed to automatically restore your last saved game after this happens. 

Once you do make it past them, continue down the hallway to the rec room, noting the storage room on the right side of the hallway just before it.  After you enter the rec room, orderlies Burke and Hare will offer to swap you some drugs for cigarettes.  (Americans who watch this scene, rest assured that when they ask you to get them some nice fags, they mean cigarettes.  They’re not planning on molesting any of the patients, at least not in this game.)  Since you seem to think getting another hit of Knox’s drug will jog your memories about Dr. Mitchell, it appears that getting the cigarettes is your latest objective.

Talk to Lena, the girl in purple, about getting the cigarettes.  She doesn’t have them, but she will draw your attention to the sad looking guy in the corner, Curtis, who’s apparently missing his cowboy hat and seems to be a likely candidate as someone who might have some.  Ask Burke and Hare about the hat, and they’ll give you the ever-so-cryptic clue that they put it with “restraints.”  They’re talking about straitjackets, so head back over to the supply closet just outside the rec room and use the brain on the black shelf against the left wall to get the hat.  Head back to the rec room and give it to Curtis, then ask him for some cigarettes.  He’ll gladly hand them over; pass them on to Burke and Hare.  They want something else before they hand over the drugs you want, but they will relinquish some info on the mysterious Dr. Mitchell if you keep talking to them.  Talk to Lena after this and she’ll point you down to the offices past Burke and Hare.  Head off in this direction and enjoy the cutscene… it seems that Knox and the orderlies are on to you. 

Once the cutscene ends, you can continue on down the hall and explore around this area a bit, but in order to really proceed you’ve got to go back to Knox’s lab.  Use your brain on the medicine cabinet to pick up some lithium, and then head back past the rec room to see John, the guy who has to pee.  Keep going (he and the room he’s in serve no purpose to the game as far as I can tell.) You’ll find yourself outside another security office, guarded by another orderly.  Use the brain on the coke machine for an idea to get past the guy: hide behind the machine until he’s looking down reading (wait for him to read for about five seconds straight and then try it, this usually means he’s starting his “long read” and you’ll have the chance to sneak over there without him seeing) then spike his coffee with the lithium.  (You can also merely sneak past him to the hallways past the security office, but you will eventually need his keys.)  When he looks up he’ll send you back to the previous room, and another cut scene will start. 

After the cutscene, head back to the room with security office, then go past it into the next hallway.  The door to the security office is the first on the right.  Use the brain to enter it, and then use the brain on the security guard to check his vitals and swipe his keys. 

Here you have all you need to get the first ending, the lousy one where you don’t solve the mystery.  Head down the hall and keep going until you get to a dead end and Knox’s office.  His laptop is of interest, but you can’t log on until you know the right password.  Use the brain on the projection screen at the back of the room to uncover a series of four posters.  Use the eye and then the brain on each of them to reveal that Knox is a studier of the temporal lobe, also unlocking the option to try the word “temporal” as a password on the laptop.  This works, and you’ll find an article on the laptop that tells of Mitchell’s mysterious death.  Knox will enter and interrupt you, shooting you to death in the conflict that ensues. 

If you want the better ending, instead of using the keys on Knox’s office first, find Dr. Mitchell’s old office, the one labeled for Dr. West.  Use the brain on it to enter.

Explore the room as much as you want, but what you’re really interested in is the booze on the desk.  Use the hand to pick it up, then head back to Burke and Hare to swap it for your drugs, then run back to Mitchell’s old office to use the drug and see if it jogs and important memories.  It does, but this isn’t just a cutscene.  You’ve got to look at the pictures hanging on the wall during the flashback, especially the one of Knox and Mitchell standing outside the hospital.  After the flashback, you’ve got to find your patient file to solve the mystery once and for all.  Head outside and down the hallway until you come to Knox’s office.

Now you proceed in the same way as you would for the first ending: use the brain on the projector screen, the eye and the brain on the four posters underneath it.  Then look at the picture hanging next to the posters: the same as the on in the flashback you had in Mitchell’s office.  Now use the word “temporal” to unlock the laptop, and enjoy the cutscenes that follow and the revelation of the mystery.

To get full points on the game instead of just finishing it, you've got to do a couple extra things.  ProgZMax already mentioned them:
"Looking/thinking about both brain charts in the treatment lab, looking/thinking about the flickering overhead lights when they are on, looking/thinking about the sign on doctor Fuchs' door in the flickering room puzzle, looking/thinking about the plaque behind Burke and Hare, using the mind's eye drug in Dr. West's office, looking at the picture that appears in Dr. West's office when you use the drug and THEN looking at it in Knox's office, studying all the diagrams in Knox's office."

Feel free to add info to help improve this if I missed anything (likely).
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