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Show posts MenuQuote from: Ghost on Thu 10/07/2014 22:09:51
Using the ruleset for a PI game sounds interesting- even more if there were several detectives hunting for clues and tricking each other on the way! MAKE THAT HAPPEN PLEASE!
Quote from: Joseph DiPerla on Fri 27/07/2012 16:30:33would be great if you are working on that walkable area limitation furthermore....
Rocco, working on your limits issue right now. I added a new thread for Interaction modes. Next I am working on Screen Resolutions so that more are offered. However, this is a pain. There is a lot to consider. But thats the next "Navigating and understanding the AGS Source" Thread that I will create. After that, I want to try and figure out how to add Inventory Categories and types and I will compile the sources for you to work with Rocco.
Quote from: david on Sun 19/08/2012 15:03:44
@Rocco
I am playing your game right now, very interesting story, I am happy that you can avoid fighting by switching to the stealth mode
I made me remember the times when I played some fight games at my friend's house on Atari, especially those close-up fights with the opponentsThanks for that
how many levels are there? I think I am now outside the prison, will play it later tonight
Quote from: CaptainD on Wed 25/07/2012 11:53:57Sorry for the little delay, here it is, dancing on the street and in jailyard:
Where are the dancing mini-game screenshots you promised?!?! I demand to see the dancing mini-game in action!
Quote from: AJA on Fri 20/07/2012 21:08:04Yes there were some hoops.
Yay, looking very interesting! Can't wait to see the game in action. And scratch my head thinking how many hoops you've had to jump through to get something like this made in AGS.
Good luck, I hope you'll make the deadline!
Quote from: monkey_05_06 on Tue 10/07/2012 17:13:20No there was silence, it wasnt playing.
What does it mean that it's "not working"? Is it constantly restarting the clip, not playing it at all, playing it multiple times??
return (System.AudioChannels[channel].PlayingClip == this);
// ROOMSCRIPT
AudioChannel *channel;
function room_RepExec()
{
if(channel)
{
if(!channel.IsPlaying)
channel = aJB_crash_small.Play();
}
else
channel = aJB_crash_small.Play();
}
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