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Topics - GuyLaDouche

#1
I present to you, for no good reason, my FIRST posted AGS game. For MAGS 09/07!






Story:
You are Mark Harlan, Medical Technician at SE (Scientific Electronics). It was a normal day at work, visitors coming and going, while relaxing in the still under construction break room, when suddenly a virus leaks, forcing a whole section of SE to go under immediate automatic quarantine. Trapped with 5 sometimes reluctant people, you have to find a way to cure everybody without getting yourself killed or worse: infected.

Features:
-a character that isn't a pirate, archeologist, or whatever else the contest demanded.
-a unique setting in each room (from black to completely poor perspective, which isn't done enough), or an under construction breakroom.
-dynamic NPCs with changing attitudes towards the player based upon your interaction with them.
-randomized game elements to provide a different game experience each time it's played.
-two types of enemies with different strategies for attacking the player and other civilians.
-a weapon to defend yourself with (or for other purposes).
-a highscore table that saves automatically, so you never lose your status.
-several ways to end the game (including purposeful suicide).


(Warning: Violence and Some Swearing)
Download Now:

http://www.2dadventure.com/ags/serum_2.zip

Known Bugs/Issues (keeping at v0.9)
-lack of animations due to time constraints; working on it
-somewhat dumb AI
-high score table sometimes gives incorrect values, and won't register "Most People Killed" value.
#2
I'm not sure how best to ask this. Is there a way to place decals, such as bullet holes, into the wall of a room on mouseclick with it's x,y position based upon the position of the mouse, and is there a way to make this simply room dependant. I've seen this in a demo of a war game made with AGS.

Specifically, when I say 'decal,' I mean that I want to be able to see multiple bullet holes when I click the mouse multiple times, not just one moving around. I was considering making bullet holes by using game characters, but there has to be a simpler way.

Thanks.
#3
It's not related in any way to AGS, but it has an adventure game quality to it.


Puzzlemania - A Community Effort 


I'm just bringing this up for anyone that's interested in volunteering. The idea is to first solve the puzzles in the newest version of this map, PM the latest author with the codes, and then you'll be put in line to add your own puzzle to the project and post it online. It requires registration to PM someone and the Source Engine Tools to work on the map, but you're free to just play the current map if you'd like (It's also got a part in it made by me ;D).

I'm just bringing this up because we're low on volunteers (like 5) and I don't want the thread to die.
#4
Here it is:
http://www.2dadventure.com/ags/INSANITY.MID

The song is entitled "Insanity at the Gimps" and it takes place during the storming of a nightclub. It's meant for an AGS game that's only in storyboarding right now.

Anyway, I've just been listening to it for a while and I need some crits.

#5
Critics' Lounge / Car and man with a bat
Sat 16/10/2004 19:18:14
The car I made doesn't seem to fit the style of my characters and the size is huge in comprison with the characters. I need suggestions on how to improve the car to match the style. Also it's be good if I could get some suggestions on how to improve my character.







#6
I'm trying to program random responces to when the player says a certain dialog option. So far I've tried adding an "if" "else" situation to the script but it won't accept it in the Dialog Topic script. If there is a tutorial on the subject, I haven't found it.
#7
Hints & Tips / RLBAT- Stuck on plane
Tue 03/08/2004 09:45:14
I'm stuck on the airplane in Richard Longhurst and the Box that Ate Time. I already got rid of the eyeball spider thing and am in engine room. I don't know how to reflect the sun egg on both gas tanks. I have one lens and a piece of coal that looks like Poirots mustache, along with the sedated sparrow. The walkthrough confused me even worse than the game at this point.
#8
I'm having difficulty programming the GUIs to not appear in the introduction screen but still be capable of using them once I begin a game. I have tried following the example from Demo Quest 2.3, and disabled the GUIs at the beginning of the game and added this text to the for the introduction room:

function room_c() {
Ã,  InterfaceOn(1);
Ã,  InterfaceOn(5);
}

However it still doesn't work. Any suggestions?
#9
I'm stuck on the airplane, trying to figure out how to destroy the superfuel. I have the lens and the egg.
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