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Topics - Sektor 13

#1
Critics' Lounge / Up scaleing pixel background
Fri 02/10/2015 11:06:56
Hi

I am currently working on complete remake of my game, originaly in 320x200. Resolution will probably be 1280x720.
I am using some vectoring upscale program and some filters. Results are pretty good if don't look to close.

I plan to release the game for mobile phones too, so there should't be any problem, because of the small screens.

Look at it on full screen.

Here are some samples:
320x160 [img=http://s14.postimg.org/yefwsqb1p/jungle6_insidecave7.jpg]
1920x960 [img=http://s28.postimg.org/idzb37ld5/ANT20_1920.jpg]

1920x960 [img=http://s27.postimg.org/9ol24sm33/JUN_03_1920.jpg]

What do you think ?
#2
I have a problem with playing some sound in GLOBAL SCRIPT:

I got a character that eats something in his enventory - with crunchy sound :)
I tried this in "sound free" room - so it should be the only sound playing

Script:
**************************
if (player==cNeznanec) {
  cNeznanec.Say("MMm.");
  aVeveria_je.Play(eAudioPriorityVeryHigh); // eating
  cNeznanec.Animate(12, 8, eOnce, eBlock);
  cNeznanec.LoseInventory(iLectovoSrce);
  cNeznanec.Loop=1;
  Wait(40);
  cNeznanec.Say("text.");
  Wait(40);
    aNeznanectrebuh.Play(eAudioPriorityVeryHigh); // another sound effect)
    Wait(20);
  cNeznanec.Say("text.");
  cNeznanec.Say("text.");
  while (cZaseka.Room!=cNeznanec.Room) Wait(1);
  cZaseka.Say("text.");
  cNeznanec.Say("textl.");
  cNeznanec.Say("some text.");
  Wait(10);
  stranisceneznanec=1;
}
*************************

Everything works fine, except i can't hear any sound.
If i use sound in the characters VIEW-FRAME it works fine.
#3
Beginners' Technical Questions / Moving sound
Mon 02/01/2012 11:09:55
Hi

Just couldn't find anything that would help me.

I have a long room that has moving cars. So i need a sound effect to follow the car (fade in-fade out when car passes by (engine sound)).
Engine sound is couple of seconds long, so it must play and than repeat itself and follow the object across the screen.

Thanks
#4
AGS Games in Production / Abominations
Wed 01/04/2009 14:58:12
The most scary point N click adventure you'll ever play !!!

Story:
*****
Year 2113...
John Shakemaster is trapped in a moving train in some distant planet, colonized by humans a while ago.
He can't remember how he actually got there, but after a while he gets the idea that there must be a good reason for him to be present on that train. Very scary things begin to happen on random.

- scary
- clever puzzles
- music to DIE for
- random events
- anger meter
- pixel 320x240 graphics

PROGRESS:
*********
Story 100%
Dialogue 50%
Graphics 65%
Puzzles 90%
Scripting 80%
Music/sound 80%

Graphics:
*******





#5
So here is pic:
1st is from editor, second from the game- from the game looks ok, but in the editor is all messed u p - why?

#6
Hey

I was wondering if (or how) it s possible to specifiy a GUI and only a button graphics for the engine too look.

I don't want to specify a exact button, but only the NORMAL GRAPHICS parameter !


I have a custom gui, and inventory slots will be actual buttons, as there are many inventory items available in random order to pick up (so button one can be a BUCKET, STICK, or anything else), i want to make script shorter, so i want for AGS to only look for specific button graphics not the button name.

hope this makes any sense :)
#7
Advanced Technical Forum / Problems with GUI 6
Wed 25/06/2008 18:41:14
Hi

When a add new GUI (possition 6) I get following error:

Error (line 89): expected variable or function after import, not 'FindGUIID'

If i delete GUI (so i only have 5 guis than) game works fine.

It could be possible i overlooked something ?

GLOBAL SCRIPT:
// main global script file

// A function that initializes a bunch of stuff.
function initialize_control_panel() {
  // Centre the control panel
  gPanel.Centre();
  // Centre the Restart dialog as well
  gRestartYN.Centre();
  if (!IsSpeechVoxAvailable()) {
    // If there is no speech-vox file, and therefore no speech,
    // disable all the controls related with speech.
    lblVoice.Visible = false; 
    btnVoice.Visible = false; 
    sldVoice.Visible = false;
  }
  else {
    // If there *is*, then set it to voice and text. It's best to use
    // both whenever possible, for the player's sake.
    SetVoiceMode(eSpeechVoiceAndText);
    // And reflect this in the control panel.
    btnVoice.Text = "Voice and Text";
  }
  if (!System.SupportsGammaControl) {
    // If we can't change the gamma settings, disable the relevant options.
    sldGamma.Visible = false;
    lblGamma.Visible = false;
  }
 
  //And now, set all the defaults
  SetMusicMasterVolume(100);
  sldMusic.Value = 200;
  sldSound.Value = 200;
  SetSoundVolume(200);
  SetGameSpeed(40);
  sldSpeed.Value = 40;
  if (IsSpeechVoxAvailable()) {
     SetVoiceMode(eSpeechVoiceAndText);
     btnVoice.Text = "Voice and Text";
     sldVoice.Value = 255;
     SetSpeechVolume(255);
  }
  if (System.SupportsGammaControl) {
    System.Gamma = 100;
    sldGamma.Value = 100;
  }
}

// Called when the game starts, before the first room is loaded
function game_start() {   
  // Put the code all in a function and then just call the function.
  // It saves cluttering up places like game_start.
  initialize_control_panel();
  gGUI.Visible = false;
  gIconbar.Visible=false;
  game.text_speed = 12;
  mouse.Mode=eModeInteract;
  // Use the KeyboardMovement module to, per default, replicate the standard
  // keyboard movement of most Sierra games. See KeyboardMovement.txt for more info
  KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
}

function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}

function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
 
  // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

  // ** CUSTOM INVENTORY WINDOW
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

// Called when a key is pressed. keycode holds the key's ASCII code
function on_key_press(int keycode) {
  // The following is called before "if game is paused keycode=0", so
  // it'll happen even when the game is paused.
 
  if (keycode==27 && gRestartYN.Visible) {
    //Use ESC to cancel restart.
    gRestartYN.Visible = false;
    gIconbar.Visible = true;
    // If the panel's not ON, then the player must have gotten here by tapping F9,
    // therefore his cursor needs restoring. If the panel IS on, then it doesn't,
    // because it's already a pointer. Get used to thinking like this!!
    if (!gPanel.Visible) mouse.UseDefaultGraphic();
    return;
  }
  if (keycode==27 && gPanel.Visible) {
    // Use ESC to turn the panel off.
    gPanel.Visible = false;
    mouse.UseDefaultGraphic();
    gIconbar.Visible = true;
    return;
  }
  if (keycode==13) {
    // ENTER, in this case merely confirms restart
    if (gRestartYN.Visible) RestartGame();
  }

  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses

  // FUNCTION KEYS AND SYSTEM SHORTCUTS
  if (keycode==27) {
    // ESC
    gPanel.Visible = true;
    gIconbar.Visible = false;
    mouse.UseModeGraphic(eModePointer);
  }
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) {
    // F9, asks the player to confirm restarting (so much better to always confirm first)
    gRestartYN.Visible = true; 
    gIconbar.Visible = false;
    mouse.UseModeGraphic(eModePointer);
  }
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  // GAME COMMAND SHORTCUTS
  if (keycode == 'W') mouse.Mode=eModeWalkto; //Notice this alternate way to indicate keycodes.
  if (keycode == 'L') mouse.Mode=eModeLookat; //Note that all we do here is set modes.
  if (keycode == 'U') mouse.Mode=eModeInteract; //If you want something else to happen, such as GUI buttons highlighting,
  if (keycode == 'T') mouse.Mode=eModeTalkto; //you'll need some more scripting done.
  if (keycode == 'I') mouse.Mode=eModeUseinv; //But this will, as-is, give you some standard keyboard shortcuts your players will very much appreciate.

  // For extra cursor modes, such as pick up, feel free to add as you will.
  // Uncomment the line below if you use the "Pick Up" mode.
  //if (keycode == 'P' || keycode == 'G') mouse.Mode=eModePickup;

  // DEBUG FUNCTIONS
  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
  if (keycode==23 && game.debug_mode) player.PlaceOnWalkableArea(); //Ctrl-W, move to walkable area
}


function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
}

// Inventory Stuff //
if (button == eMouseLeftInv) {
if (mouse.Mode == eModeUseinv) {
inventory[game.inv_activated].RunInteraction(eModeUseinv);
mouse.Mode = eModeInteract;
}
else player.ActiveInventory = inventory[game.inv_activated];//.RunInteraction(mouse.Mode);
}
if (button == eMouseRightInv) {
if (mouse.Mode == eModeUseinv) mouse.Mode = eModeInteract;
inventory[game.inv_activated].RunInteraction(eModeLookat);
}
//end of inv

    if (mouse.IsButtonDown(eMouseLeft)) {
     
    if (GetLocationType (mouse.x, mouse.y) != 0) { // if the mouse is over a hotspot, object, or character


ProcessClick (mouse.x, mouse.y, mouse.Mode);

     if (mouse.Mode != eModeInteract) mouse.Mode = eModeInteract;
}

    else {
       ProcessClick (mouse.x, mouse.y, eModeWalkto);
      if ((GetGlobalInt(498)==1) && ((Region.GetAtRoomXY(mouse.x,mouse.y) == region[9]) || (Region.GetAtRoomXY(mouse.x,mouse.y) == region[10]) || (Region.GetAtRoomXY(mouse.x,mouse.y) == region[15]) || (Region.GetAtRoomXY(mouse.x,mouse.y) == region[11])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[12])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[13])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[14])  )) SkipUntilCharacterStops(player.ID);
      SetTimer(20, 15);
      SetGlobalInt(498, 1);
         mouse.Mode = eModeInteract; // if the mouse isn't over a hotspot, object, or character
}   

}

 
  else if (mouse.IsButtonDown(eMouseRight)) {  //Look at the thing.
 
   
   
   if (mouse.Mode == eModeUseinv) mouse.Mode = eModeInteract;
 
   if (GetLocationType (mouse.x, mouse.y) != 0) ProcessClick(mouse.x, mouse.y, eModeLookat);
   



}

  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else if (button == eMouseRight || button == eMouseWheelSouth){
    // right-click our mouse-wheel down, so cycle cursor
    mouse.SelectNextMode();
  }
  else if (button == eMouseMiddle) {
    // Middle-button-click, default make character walk to clicked area (a little shortcut)
    // Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
    // leave our options open - what if you have a special script triggered
    // on "walking" mode?
    ProcessClick(mouse.x, mouse.y, eModeWalkto);
  }
  else if (button == eMouseWheelNorth) {
    // Mouse-wheel up, cycle cursors
    // If mode isn't WALK, set the previous mode (notice usage of numbers instead
    // of eNums, when it suits us)...
    if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
    else
    {
      // ...but if it is WALK mode...
      if (player.ActiveInventory!=null)
      {
        //...and the player has a selected inventory item, set mouse mode to UseInv.
        mouse.Mode=eModeUseinv;
      }
      else
      {
        // If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
        mouse.Mode=eModeTalkto;
      }
    }
  }
}

function interface_click(int interface, int button) {
  // This function is obsolete, from 2.62 and earlier versions.
}

function btnInvUp_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollUp();
}

function btnInvDown_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollDown();
}

function btnInvOK_Click(GUIControl *control, MouseButton button) {
   // They pressed the OK button, close the GUI
   gInventory.Visible = false;
   mouse.UseDefaultGraphic();
}

function btnInvSelect_Click(GUIControl *control, MouseButton button) {
 
   // They pressed SELECT, so switch to the Get cursor
   mouse.Mode = eModeInteract;
   // But, override the appearance to look like the arrow
   mouse.UseModeGraphic(eModePointer);
}

function btnIconInv_Click(GUIControl *control, MouseButton button) {
 
  show_inventory_window();
}

function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
 
  if (player.ActiveInventory != null)
    mouse.Mode = eModeUseinv;
}

function btnIconSave_Click(GUIControl *control, MouseButton button) {
 
  SaveGameDialog();
}

function btnIconLoad_Click(GUIControl *control, MouseButton button) {
 
  RestoreGameDialog();
}

function btnIconExit_Click(GUIControl *control, MouseButton button) {
 
  QuitGame(1);
}

function btnIconAbout_Click(GUIControl *control, MouseButton button) {
 
  gPanel.Visible=true;
  gIconbar.Visible=false;
  mouse.UseModeGraphic(eModePointer);
}

function cEgo_Look()
{
  Display("Damn, I'm looking good!");
}

function cEgo_Interact()
{
  Display("You rub your hands up and down your clothes.");
}

function cEgo_Talk()
{
  Display("Talking to yourself is a sign of madness!");
}

//START OF CONTROL PANEL FUNCTIONS
function btnSave_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.UseDefaultGraphic();
  gIconbar.Visible = true;
  Wait(1);
  btnIconSave_Click(btnIconSave, eMouseLeft);
}

/*function gControl_OnClick(GUI *theGui, MouseButton button)
{

}
*/
function btnAbout_OnClick(GUIControl *control, MouseButton button)
{
Display("Adventure Game Studio run-time engine default game.");
}

function btnQuit_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  Wait(1);
  QuitGame(1);
  gPanel.Visible = true;
  gIconbar.Visible = false;
  mouse.UseModeGraphic(eModePointer);
}

function btnLoad_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.UseDefaultGraphic();
  gIconbar.Visible = true;
  Wait(1);
  btnIconLoad_Click(btnIconLoad, eMouseLeft);
}

function btnResume_OnClick(GUIControl *control, MouseButton button)
{
  gPanel.Visible = false;
  mouse.UseDefaultGraphic();
  //gIconbar.Visible = true;
}

function sldMusic_OnChange(GUIControl *control)
{
  SetMusicMasterVolume(sldMusic.Value); 
}

function sldSound_OnChange(GUIControl *control)
{
  // This sets the sound volume. Note it'll also affect MOD and XM music - read the manual
  SetSoundVolume(sldSound.Value);
}

function sldVoice_OnChange(GUIControl *control)
{
  // Sets voice volume. Note that we don't check for the existence of speech.vox -
  // we did that in game_start, so if it's not there the slider won't even be available.
  SetSpeechVolume(sldVoice.Value);
}

function btnVoice_OnClick(GUIControl *control, MouseButton button)
{
  // Note that we don't check for the existence of speech.vox - we did that in game_start,
  // so if it's not there the button won't even be available.
  if (btnVoice.Text == "Voice and Text") {
    SetVoiceMode(eSpeechVoiceOnly);
    btnVoice.Text = "Voice only";
  }
  else if (btnVoice.Text == "Voice only") {
    SetVoiceMode(eSpeechTextOnly);
    btnVoice.Text = "Text only";
  }
  else if (btnVoice.Text == "Text only") {
    SetVoiceMode(eSpeechVoiceAndText);
    btnVoice.Text = "Voice and Text";
  }
}

function sldGamma_OnChange(GUIControl *control)
{
  // Set the gamma. Note there's no need to check for anything else, as we ensured,
  // in game_start, that the slider won't even appear if it's not possible to do this.
  System.Gamma = sldGamma.Value;
}

function btnDefault_OnClick(GUIControl *control, MouseButton button)
{
  // Reset everything to default. You'll have to edit these as well as the sliders
  // if you'd rather have different default parameters.
  SetMusicMasterVolume(100);
  sldMusic.Value = 200;
  sldSound.Value = 200;
  SetSoundVolume(200);
  sldSpeed.Value = 40;
  SetGameSpeed(40);
  if (IsSpeechVoxAvailable()) {
     SetVoiceMode(eSpeechVoiceAndText);
     btnVoice.Text = "Voice and Text";
     sldVoice.Value = 255;
     SetSpeechVolume(255);
  }
  if (System.SupportsGammaControl) {
    System.Gamma = 100;
    sldGamma.Value = 100;
  }
}
//END OF CONTROL PANEL FUNCTIONS

function sldSpeed_OnChange(GUIControl *control)
{
  SetGameSpeed(sldSpeed.Value);
}

function btnRestart_OnClick(GUIControl *control, MouseButton button)
{
  gRestartYN.Visible=true;
  gIconbar.Visible=false;
}

function btnRestartYes_OnClick(GUIControl *control, MouseButton button)
{
  RestartGame();
}

function btnRestartNo_OnClick(GUIControl *control, MouseButton button)
{
  gRestartYN.Visible = false;
  gIconbar.Visible = true;
  // If the panel's not ON, then the player must have gotten here by tapping F9,
  // therefore his cursor needs restoring. If the panel IS on, then it doesn't,
  // because it's already a pointer. Get used to thinking like this!!
  if (!gPanel.Visible) mouse.UseDefaultGraphic();
}

function gGggaga_OnClick(GUI *theGui, MouseButton button)
{

}

//////end of global script
#8
Infinity String v 1.04



Yep, it's finaly here...

------------------------------------------------------------------------
Your name is Yerik Elnar. You are scientist working for United States.
In late 2009 a ruins were found in Antartica by Russian explorers. A year later a complete research base was built to study the findings.
Team consisted of 7 russians, 5 americans and 2 germans. 1 year later USA send you as an additional help. You arrive with the helicopter.
But strange things begin to happen...
------------------------------------------------------------------------


-2 completly different worlds: Cold, icy Antartica and Warm, green junge with caves
-DIG like interface (right click LOOK, left click ACTION)
-2 different GUIS
-res. 320x240, 32-bit
-most of the music from Vangelis, special intro song and more... (as it should create great atmosphere)
-more serious subject




Intro movie can be downloaded here, and it NOT part of the game:
http://rapidshare.com/files/40641355/introsnd.avi.html



Please go to games section to DL the game, here, :
http://www.adventuregamestudio.co.uk/games.php?category=6&action=detail&id=901&refresh1183407342


Review and mirror at FREEHAREs:

http://www.freehare.com/index.php?nav=games&item=review&id=88


!!! 2nd mirror for version 1.01 !!! :
http://www.planetfreeplay.com/download/The-Infinity-String/

All info, bugs and other stuff report to CHRONOSEKTOR@HOTMAIL.com


Enjoy the game...


Linux version comming soon, i hope :)
#9
Juhu

I was thinking two things.

First one was, should i remake my first game, called Project Xenophobe, it was released in Dec 2004.
As this was my first game and was was very fresh at AGS than.
Game has some flaws, like it is in 640x480 (althou it was drawn in 320x240 and than resized to 640x480), poor animation etc.
So I was thinking to remake it to be 320x240, new improved animations, maybe few added thingies, improved backgrounds and in 256 colors, so that the game would be easier to download for people with low bandwith .
And my second thingy.
Should it be good to make the game as small as AGS possibly, like, fewer colors, less sounds. I was thinking for my current project Infinity String to make two version, first would be normal in 32-bit with full sound and music and full animations, second would be released maybe a month later, but in 256 colors, with only basic sound and midi music so it would be very small in size (MB) and easier to download. Like first one would be around 35 MBs (or larger), second would be only 5 to 6 MBs.

What do you think ? ???
#10
Talking about retro games, have anybody played Tetron v4.36 ?

I think it is the best tetris clone I played !

Download link:
http://www.download-by.net/games-and-entertainment/other/8828,tetron,dl.html

Official link, but it doesn't work completely..
http://www.tetron2000.com/


My high score is 50267 pts.
#11
What is a Photoshop ...Phriday?

Photoshopping isn't drawing a completely new image -- It's editing images to create a new image, such as editing one image or combining several images. The contest usually lasts for a fortnight. Also, you don't have to specifically use Photoshop -- Paint Shop Pro, MSPaint, or any other programs can be used. Please make sure your image doesn't exceed the width of the screen. This competition is also known as the Photoshop bi-weekly meaning two weeks long. hopefully boosting it back to full lenght will encourage more entries.

To honor Tocsiks victory, the theme is...

Theme:
... What can happen to a human or animal after surgery.


Enjoy
#12
Critics' Lounge / Doctor
Sat 26/08/2006 21:56:59
Here a picture made for my current project, i think it has a bit strange posture but i cant put my finger on it ?
What else ?

#13
Critics' Lounge / Making a real hand - tune up
Sat 10/06/2006 23:11:09
Hey

I took some time from work :), and I was trying to make real kind of hand, as reference I put my own hand in front of my face.

So here is the pic:


->zoom 2x:


I think more shadowing is required, specially on the fingers.

What could it make it more real..?
#14
Critics' Lounge / Character - Soldier with M4
Sun 30/04/2006 12:57:34
I will made a platform game after i complete my current (and that could be a long time :) ). So I made a soldier with gun, here are two posese + fireing animation.

Any suggestions !?


2x




EDIT 1 (picture added):

2x

#15
This is Natalia, she work in SGC as a guard. But army life is boring, so she is thinking about new job. A "exotic" dancer. So make here fameous.

Undress here in sexsy way, like puting here clothes off in some interesting ways, maybe a bit of belly dancing...

***bonus***

-Moving boobs
-A lot of sexsy underwear
-Using some kind of object (dancing around a pole or something)
-Extra hot positions

***********



Have fun...
#16
Maybe i should make a web page for my latest game, so i made something.

This is picture as how it would be:


What could be changed, how...


EDIT: Updated picture !
#17
I have shortened a competition a bit, as nobody gives anything new in the last couple of days, so it is "only" 10 day long :).

Ok

The main theme is a great passage, gates, narrow passage to a cave or castle, something that has a enter point ... hope you get it :)
------------------------------
*max res is 320x240
*and no paintovers  ;D
-----------------------------
Examples:



Voting will be from 2.4. to 4.4. 2006 :)


Enjoy.
#18
Here it is my latest background of nature and redish sun, possibly background for menu :S

So: ?



I am not completly satisfied with the picture, but i think it is still good enough. MAybe bushes needs some more work !?

By the way, i have 35 pictures - > from the begining to the final picture, it crudly show how it was done if anybody is interested, i will upload it in ZIP file !??
#19
The Infinity String: Truth Behind the Immortality
-------------------------------------------------------------
Your name is Yerik Elnar. (Your mother was russian (name) and your father from USA (surname). You are scientist working for United States.
In late 2009 a ruins were found in Antartica by Russian explorers. A year later a complete research base was built to study the findings. Team consisted of 7 russians, 5 americans and 2 germans. 1 year later USA send you as an additional help. You are brought by the helicopter. But where is everybody !?

What should you expect:
-2 completly different worlds: Cold, icy Antartica and Warm, green junge with caves
-DIG like interface (right click LOOK, left click ACTION)
-2 different GUIS
-res. 320x240, 32-bit
-most of the music from Vangelis (as it should create great atmosphere)
-more serious subject

Pictures:






-----------------------------------------------------------------------
Story: 20%
Graphics: 15%
Sound/Music: N/A yet
Puzzles: 5%

*You can expect it at the end of 2006*
#20
Here it is and old place: :D

Topic: The Ruins

Colours: unlimited

Res: 320x200 or 320x240

Voting will take place on the 3th and 4th of March. Please give one vote in each of the following categories:

* Best Idea - Where will the ruins be !? A jungle ? An alien planet ? Desert ? Purple planet :).

* Best Design - The style of the picture, architectural, landscape design, best mood, complex stones...

* Best Functionality - How well it would work when adding sprites, including appropriate walking distances, good angle for character sprites, clever walkway solutions, easily understood exits etc.

* Best Technique - How good does it feel to the eye, lightning effects...

example:
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