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Messages - Rocco

#1
The Download Links are fixed and working again.
#2
Thanks for your detailed explanation, I will look into it.

Quote 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!

You mean Multiplayer 8-0???
Sounds a bit like Spy vs. Spy, lets see.... :P
#3
Did a first run now and really enjoyed it very much.
The overall game design is absolutely brilliant, i love it. :cheesy:
I had an bad ass tropper with i guess 12 strength and 9 defense so fighting was very easy.
But then i found my master in a barbed wire get caught and time was running out, cause i wasn't able to roll the required dice for so many tries, what was a bit frustrating, but so it is with dicegames.

What was your inspiration for this game design?
I can imagine, a film noir private investigation game could also fit very well with this approach.



#4
yeah thank you, like maniac mansion.
The module is a bit outdatet now, i will do an upgrade for modern AGS versions in combination with my highscore module in the next time. :smiley:
#5
Sorry, the links for the gamesources are working again now!
#6
Congratulation for this well deserved price and honor to your work :),
Cart Live is for sure the best and most rememberable indie game i played in the last 2 years.
#7
Well thx, but this is not really an option in my case, the more akward limitation is the walkable area limit.

Quote from: Joseph DiPerla on Fri 27/07/2012 16:30:33
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.
would be great if you are working on that walkable area limitation furthermore....  :)
#8
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 opponents :) Thanks for that
how many levels are there? I think I am now outside the prison, will play it later tonight

Thanks, David. :)
There are 3 Levels outside the prison, and after the prison the escape driving level.
#9
hey david, i think when your monitor doesnt support the widescreenresolution,
then you must play the game in windowed mode, and it should work.
#10
AGS Games in Production / Re: Jailbreak
Thu 02/08/2012 18:26:32
I'm glad you liked it. :)

Now the end is near...

Quote from: CaptainD on Wed 25/07/2012 11:53:57
Where are the dancing mini-game screenshots you promised?!?!  I demand to see the dancing mini-game in action!  :P
Sorry for the little delay, here it is, dancing on the street and in jailyard:  :P





and another two:






#11
Thx this is really great.  ;-D
But no sweat, take your time.
I'm as good as finished with my actual game, only polishing, so its not an burning issue.
But its a weighty issue for my following project(s).
#12
When you talk about limits then i have to say,
there are two limits that restrain me really hard with my Top-Down Games.

These are the limitations of 15 walkable areas and 15 regions for a single room.
If this could easily be raised, to lets say 50 like the hotspots i would be more as pleased.
I suggested this already years ago.
#13
AGS Games in Production / Re: Jailbreak
Wed 25/07/2012 03:12:44
finished the 3rd score right now, which will be the last for now.
MUSIC -> JAILBREAK Score 3
#14
AGS Games in Production / Re: Jailbreak
Sun 22/07/2012 23:25:16
It must be finished next week.  :P

Quote from: AJA on Fri 20/07/2012 21:08:04
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!
Yes there were some hoops. :)
The biggest is my naive optimism on how long I will need to create a game, its always the same.  (roll)
Im looking forward to finish this damn thing next week, and after that have the time to play barely floating and all other summerbatch games.
i will fully enjoy it then.  :-D
#15
AGS Games in Production / Re: Jailbreak
Fri 20/07/2012 14:09:01
So Endspurt, actually today is Deadline, but the game isnt still finished.   :-[
But there is a light at the end of the tunnel, Sunday finished beta version and in the next few days the final Game.

New Screenies and Music:

Music during driving -> Drive.mp3

Escapedriving:


Prison inside:


and the final Titelscreen:


to come:
Screenies of the Dancing minigame sequenz.  ;)
#16
here is another free option -> http://www.uvnc.com/screenrecorder/
#17
i see, this with the wrong channel was nonsens, sorry.
Big Thx you both its working now properly,  ;-D
i had an issue with the rpm sounds, too many were playing at once,
what was probably also the reason why my construct from the 1st Post didnt work.
#18
Thx, the function works now without errors, but unfortunatly its not working accurate.
Maybe its because there are more sounds running at once.
There is a constant driving sound.clip which changes with different speed, and the crash sound is an additional sound.
I guess the function gives the wrong channel back sometimes, so the sound is playing multiple times alternatly with stopping and playing only once.
#19
Quote from: monkey_05_06 on Tue 10/07/2012 17:13:20
What does it mean that it's "not working"? Is it constantly restarting the clip, not playing it at all, playing it multiple times??
No there was silence, it wasnt playing.

thx for your function, this is a great solution,
but i got an error message on line 7
Code: AGS
return (System.AudioChannels[channel].PlayingClip == this);

Error (line 7): must have an instance of the struct to access a non-static member
#20
hmm, i remember this was easier with the old audiosystem.

all i want to do, is play an audioclip, but take care if it is playing already.
So i have:
Code: AGS

// ROOMSCRIPT
AudioChannel *channel;

function room_RepExec()
{
   if(channel)
    {
      if(!channel.IsPlaying)
        channel = aJB_crash_small.Play();
    }    
    else
      channel = aJB_crash_small.Play();
}


this construct doesnt work, i dont know why?



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