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Topics - Matagot

#1
I know I've tackled this question on if its possible to design games like Dungeon Master and Eye of the Beholder and have been given the answer on how that could be achieved, I've been planning ideas for a game that uses maze like movement but is not as complex like those dungeon games, in other words, there won't be any wandering monsters to fight. Monsters that are faced, for example, are dealt puzzle-wise. This would make way for a slightly simpler approach to such a game.

But onto my question:
When designing the game is it practical to use 'rooms' to depict each movement view? For example, if you clicked on a direction arrow to turn 90 degrees that just requires a change of room?
#2
Hey there! :-D

I'm in the middle of planning a murder mystery game in the style of Cruise for a Corpse and Laura Bow: the Colonel's Bequest and one significant feature in those games is the use of a clock to mark the passage of time whenever a clue or event is encountered.

I have already searched the forums with as much keywords as I could gather in the hope of finding the way to do this, but although there are some useful ideas, my intention is not to use REAL time, but to have a kind of trigger that creates the illusion that time has passed every ten minutes whenever an event is caused (if I had missed a relevant topic, please let me know:)). Also, to make sure that the game is not too linear with the usage of this time system and would allow the 'detective' to uncover the clues in whatever order the player chooses with each time the game is played.

To summerize, the game begins at 8.00pm and whenever a clue is found (in whatever order) the game quickly jumps to an animation of a clock forwarding ten minutes. This would also bring other problems I need to consider because obviously as time passes the NPCs would end up moving about in different locations (not literally moving, but disappear in one location and are found to be somewhere else) and that various locations may be locked in some times and open in others.

What advice could you give me to achieve this?
#3
General Discussion / Allegro Sprite Editor
Sun 05/08/2012 18:14:00
Hi, not sure if this be the correct section to post this (move it by all means...) but having noticed a link to Allegro Sprite Editor I just wondered if this is a good software to use for creating characters in AGS.

Just wanted to make sure before I think about downloading it.:) :smiley:
#4
Hello!

I plan to make a 'boardgame' style game, very similar to the old Space Crusade game that was around for the Amiga.

Before I even think more about making this or advancing ideas on the mechanics of the game, I would like some advice regarding the following:

1/ Making it appeal to multi-players. This doesn't mean at the same time, just that it will be turn based.
2/ Dice randomisation.
3/ Moving from 'one space to another space' style movement.
4/ Line of sight system for ranged combat like tabletop games.
#5
Hello,

I'm still young in using AGS, but I'm having real problems with the actual run screen as I can't make anything happen within it. Usually it is hit and miss and the pointer would appear but sometimes only on side side of the screen, or it would take ages to actually move across the little screen or for the character to respond or in some cases no pointer would emerge at all. 

I am using windows 7 (I understand that there are a lot of topics about the problems around Windows 7) and each time I click on the Run button, a small window appears saying that the colour scheme had to change temporarily, which reverts back to normal when I close the Run window. But this colour change only responds to the desktop window so I don't see how that would affect the run screen unless there is something I'm not aware of.

I have already looked into updating the graphics driver but my machine insists that I already have the updated version.

If I can make the Run screen work then I can make my game for proper.

Please help  :(
#6
Beginners' Technical Questions / Run screen
Fri 13/01/2012 18:17:01
Hi just getting to know AGS bit by bit.

When I click on Run to view the game, the run screen is rather small.


I can't seem to bump up the window size, is this more to do with the game resolution?
#7
I'm not sure if this is the correct topic to put this in. Move if you need to. :)

Just to plan a few things before I dive in - I take it that games like Heart of China where you see what the character sees rather than 'control' a character sprite across the screen is possible, what advice and codes can you give me if I were to make such a game?

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