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Messages - Dervish

#1
I started playing it and overall my experience has been great, however since you have said your intention is to next release the whole game and that this chapter is about equal to a third of the game,  I don't really want to finish this because I don't want to have to download it again and redo the puzzles that I have already done. So I guess I will wait patiently for you to finish the rest.  I liked the little achievements which can be unlocked, it is that attention to detail and added bonus content that seperates you and gives the game a real professional feel.  I am in agreement with many of the people I hope the rest of the game the story is more based on the players actions rather than going from exposition dump to info dump with a puzzle here and there.  One other more just a comment,  part of what I enjoyed about the original Loom was how it played off of Tchaikovsky composition.  Maybe introduce another composer might I recommend Holst Mars Theme?  Seems very fitting for coming tides of war and Rusty interturmoil... again Just a thought.  I love Loom and I think you have honored it well with what you are doing. Congrats on getting this far and please continue the hard work to its completion.  I would also love to help work on it, but coming in so late to the project might be difficult. 
#2
General Discussion / Re: AGS Kart
Fri 08/11/2013 19:44:56
so for all intents and purposes this project is DEAD?
That is too bad I was really impressed by some of the tech demoes I saw coming out of this.
I know AGS really isn't the engine to use to creating something like this but it gave me hope for what could be possible with AGS.
Now if I could only program... Think Brain Think damn you!
#3
General Discussion / Re: AGS Kart
Thu 07/11/2013 19:57:06
Is this still moving along or has it fallen apart?
#4
I would like to be involved.
#5
Is there a way to detect the tint of the object.

I know you can set the tint so i would assume there would be some way to check if the object is tinted.
#6
Ok I guess a little background first.  I started a new game with the defualt Iconbar and added the module for monkey_05_06. 
I wanted to basically use the two gui's in conjunction. 

So to explain... The Iconbar would handle most of the verbs (like walk, Talk, Look, Inventory, save Game and Quit), and the Verbcoin would only become active when the player clicked on the use icon in the iconbar.  The Use verbcoin would be basically an expansion of use like Open, Move, Pickup.

And the issue...
Well I was wondering how to go about Combining the two guis to get the best out of both becuase out of box the verbcoin basically overrides the iconbar it appears but clicking on the iconbar does not allow for the mouse mode to change?

Any thoughts would be helpful and greatly appreciated.
#7
Hints & Tips / Re: Far Corners of the World
Fri 02/09/2011 05:08:28
sorry for the second post but I have a seperate question.

Ok, I have my own question...
I am in the Park and trying to wake the dog up.  How do I wake him up?

Spoiler
 I have used the hotdog under the couples bench, and fed the birds up to the point where they are close to the dog.  I try to wake the dog up and that old lady keeps yelling at me to leave her dog alone... so what do I need to do to the dog or to the lady to get that Dog movin?
[close]


Nevermind I figured it out....all I can say is DOH!!!!
#8
Hints & Tips / Re: Far Corners of the World
Fri 02/09/2011 05:03:13
I assume you have already gone through the front door?

If not here is how you get into the front door:

Spoiler
You have to have Gwen's Pass... The Chewing Gum... the Cutters...and Your ID
[close]

How to get the Items Listed above

1.
Spoiler
Gwen's Pass- which I think you need just to find the club, but if not here you go.  Gwen's Pass is in the flat so you have to get back into there to do that talk to the nosy neighbor upstairs who tells you that your Sis hid a key find the loose tile and use the tweezers to fish the key out.  Now you can open the door and and Gwen's Pass is sitting on the table.
[close]

2.
Spoiler
The Chewing Gum- Go to the airport and talk to the Tourists from Texas.  After you arange the deal of trading them something for the Gum.  Talk to them again, and they will give you the gum... that puzzle kinda frustrated me becuase why didn't they just give you the gum in the first place?  Anyway then you need to use the Gum on you self to get a piece of chewed Gum.
[close]

3.
Spoiler
The Cutter- Go to the park and see the janitor from the hospital is on his break.  You can then go back and get his Cutter from the unattended toolbox.
[close]

4
Spoiler
Your ID- It is in your wallet but you should already have it cuase I think you had to show it to the noisy neighbor upstairs.
[close]

Now if you need further help with what to do with the front door...
Spoiler
You might have to hand the bouncer Gwen's ID first that is what I did.  So then the Bouncer rejects it and you have to use the cutters on your ID to get the picture of yourself then use the chewed gum on the photo of yourself finally use the photo of yourself on the pass...tada you have got a fake ID... course I think that guy would lose his job who would fall for a photo stuck onto an ID with bubble gum (well thank goodness he is pretty thick.)
[close]


Ok After all that IF you only need help getting in the Back door here it is...

Spoiler
I don't know that the News Clipping has any point maybe a red herring, not sure.  To Open the Back Door you need a Seven digit Code, so you need to find a string of Seven Digits.  Anyway If you talked to your wife after the first meeting after the airport, she tells you she is good with numbers.  If you notice the arcade machine in the bar has a hiscore menu but the actual game has no score.  That is certainly odd? And the scores are in a weird format...Now I am sure that there is some way to get the correct number out of the list of ten scores but I am no math whiz, so the easiest thing to do is take a picture with your cell phone of the hiscore screen.  Then go to the Hosptial and talk to your wife or fiance? show her the phone.  She will ask if you want to know the number you are looking for. If you say yes she will tell you if you say no she lets you figure it out for yourself. I just say yes... I am not sure if this effects the score or not.
[close]
#9
Hints & Tips / Re: Far Corners of the World
Fri 02/09/2011 00:29:34
ok to get the Doctors to stop talking is multi layered puzzle So I suppose I will go step by step

     

1.
Spoiler
First you have to know the Doctors' names so look at both doctors.  One is Doc Hart the other is Doc Miller.
[close]

2.
Spoiler
Then you need to have the Nurse page Doctor Miller.  I think you have to go through some dialog to get to it.  But of course, she won't do it with out having you do a favor for her.
[close]

3.
Spoiler
The nurse wants you to get the lotto numbers for her.  She says they usually show them on TV.  So you need to gain access to the tv.  to do that you need to distract the guy watching the TV with the magazine from your sisters room.
[close]

4.
Spoiler
Make sure to have a pen and paper ready, becuase this is your only chance to get the lotto numbers.  Once you have them go tell the Nurse and she will page the Doc.... Success.... NOOOOO of course the Intercom is busted.
[close]

5.
Spoiler
if you are to lazy to write it down the lotto numbers are 17 26 35 37 40 48.  I am not sure if you can give her the answer without having seen the tv show the numbers.
[close]

6.
Spoiler
I spent a good hour or two thinking ok well obviously I need to fix the intercom, but that is not the answer.  So what you need to do is have the Nurse announce it again this time you can stay in the room while she does it.  So what you need to do is record her with your phone as she says it.
[close]

7.
Spoiler
Once you have gotten that far it should be fairly simple.  Place the phone some place by the intercom where it can be hidden and give yourself a call using the payphone
[close]

Sorry probably more then just a hint I know when I am playing an advenuter game all I need is a little nugget of info to proceed. 
#10
about 1/3 of the way thru so far really good.  Although I wish the character would have stayed in his "dressed up" clothes longer his casual clothes seem kinda ratty for a supposed rich guy.  I don't mean this as an offense but it seems to me that you padded the puzzles in the hospital a little too much, but saying that I have also liked quite a few of the puzzles maybe not the most imaginative puzzles sometimes but well implemented.


I would also highly reccomend it, and I congratulate you on this being your first game awesome accomplishment.

---------
Well finished the game Got 158 out 160 any reason to be a completist?

My hats off to you very well done. Now you must complete it :)  or else...
#11
Critics' Lounge / Re: A small horror-ish tune
Wed 31/08/2011 22:37:14
I listened to it early and it sounded decent. Sorry I didn't comment until now. Just at the point where I started to think this is getting a little repetive you introduced some new elements.  It was an ok song definitely a horror vibe.  But take my comment for what it is worth; me not being much of a music person.
#12
General Discussion / Re: Started a Blog
Tue 15/12/2009 20:52:15
New Post check above.
#13
General Discussion / Started a Blog
Tue 01/12/2009 19:13:10
Since my game development is going slowly.  I decided to start a blog it will probably be on a bunch of different stuff game development, video games, anyway check it out and leave a comment let me know what you think.

http://gamejolt.com/profile/spaded-ace-designs/blog/news/growing-up-gamer/1643/


well here is the newest entry (addded 12/15/09)

http://gamejolt.com/profile/spaded-ace-designs/blog/news/the-adventure-dirge/1757/

Leave a comment if any one is even reading these.
#14
The Rumpus Room / Re: Happy Birthday Thread!
Thu 29/10/2009 18:40:22
yay me thirty now... ugh... well thanks for the bday shoutout abstuaber


And Happy Bday to Ponch as a fellow conspirator
#15
Update 10/14/09
#16
Here is the global code for Tiniting the different objects

Code:
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)
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeBlue)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(0, 0, 255, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeGreen)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(0, 255, 0, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeOrange)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(255, 144, 0, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModePurple)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(119, 0, 202, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeRed)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(255, 0, 0, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeYellow)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(255, 242, 0, 80, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeWhite)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(255, 255, 255, 100, 100);
 }
else if ((button == eMouseLeft) && (mouse.Mode == eModeBlack)) {
 Object* tintobject = Object.GetAtScreenXY(mouse.x, mouse.y);
   if (tintobject != null) tintobject.Tint(1, 1, 1, 100, 100);
 }
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;
     }
   }
 }
}

The problem is I want to be able to have different things happen when I paint the objects (in other words if I painted the sky purple it would change into more of a night sky.) I want to do these things in room script  but it seems that something is happening in the global script becuase any interactions I put in the room script are not done.
#17
I think it is dependent of what you did for the options menu... if you kept the badge on the options menu it might look a little strange to have the badge suddenly flip sides, and not sure wether the length of a name of saved file matters much, I know I usually don't get to discriptive in a save file name.  but I like both I think the first one matches the feel of the options menu and the second one looks pretty sharp also.
#18
well I am basically think about rotating different colors in and out for different pictures and I don't really want to make multiple guis containing the different colors so I was wondering if a inventory item can be used globally similar to the way one can pass a global action for a gui button press... but what I really want to know is if it would be easier to just do use a gui?
#19
Would it be possible to handle the colors as Inventory items instead of a gui?

Would it be easier?  Would it be harder?

Could I still have the different inventory items work globally to change the color of the objects?
#20
I think I prefer option B becuase the background image and some of the fonts in a seem really muddy and there seems to be too mcuh going on in the background.  B seems very clean but there are some things I like about A so maybe a meshing together of the two would be the best.  but I like the overall font, images and layout of option B more.
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