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Messages - Sephiroth

#1
The Rumpus Room / Re: Name the Game
Sun 28/09/2014 16:05:00
Right! (Touché!)

Your turn Gurok :)
#2
The Rumpus Room / Re: Name the Game
Sun 28/09/2014 15:02:04
Not bad, but still not it :)

A final clue, the title is also the name of a Mexican state in the east.
Spoiler
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#3
The Rumpus Room / Re: Name the Game
Sun 28/09/2014 14:07:19
Nice try, even spelled right :grin:

But the title is actually the name of the victim.
#4
The Rumpus Room / Re: Name the Game
Sun 28/09/2014 00:33:23
Sight... I really like those investigation games. I'll give up tomorrow, wouldn't want to kill the thread.:X
#5
The Rumpus Room / Re: Name the Game
Sat 27/09/2014 13:21:11
This is as suggested a not so obscure retro french game, from 1986, it's been released on amstrad cpc, c64 , dos, msx and zx spectrum.

It's been released in english of course, keeping the same name. There was a sequel that looks very similar , I'll accept any of the titles.

And here if you want another clue: (the last screenshot I have is almost an instant giveaway so I'll post it later if needed)
Spoiler


[close]
Spoiler


[close]

Damn... am I this old? (wrong)
#6
The Rumpus Room / Re: Name the Game
Mon 22/09/2014 02:16:24
I hope it's not too easy:

[imgzoom]http://www.lotusrevenge.fr/PublicProjects/guess.png[/imgzoom]
#7
The Rumpus Room / Re: Name the Game
Sun 21/09/2014 14:51:23
Blueberry Garden? :) One of the rare games I actually had to play twice to beat. It's indie too. :-*

#8
The Rumpus Room / Re: Misheard game titles
Sat 20/09/2014 02:45:38
My stupid try...

Maid Hall of a Nerd : He Rose
Coke Off Duty : Backups Too
Bald or Gay tss... : Eddie, Sean, Cole and Thor!

Ok you got me started so you'll have to take responsability Fitz :P

Mental of Connor : You're a Peon, Asshole!
The Elders Prowl : Dry Rim
Tightens Hole
Let Go : Hairy Potter
#9
Congrats Fitz!
Also Congratulations for your first game DBoy!
#10
I liked how 'steps' fitted the riddle (horse pace, close to boot, travel much yet prisoners), anyways...

- Socks?
#11
I think it depends on what we're looking for, I'm a bit confused:

I saw him where he never was,
And where he could not be.
And yet within this place,
I saw a wavering face,
Staring back at me.

#12
I think blueskirt's number two is really close, is it a lake/stream?
#3: Steps?
#13
QuoteI have the best shirts.

You also have the best hats! 8-)
#14
I mentioned I had no idea, just a wild guess, liquorice often comes with some rose/yellow/white things stuck to it in candies, and also take the form of a spiral sometimes. Stupid right.... ;) Could it be pastas?

*I like to think #1 could have been weed...
#15
1- Calm? Temper?

I have no idea about #2 but let's try: Liquorice?
#16
It is more simple than that.
Spoiler
Have you tried using the frog attached to the bone in a more regular way? Like you know, you're on a boat, looking for food, and just found a bait.
[close]
Have fun :)
#17
I've played the game, it was short but fun, didn't find any bug, I think the obvious things have already been pointed out so I'll just say congratulations for your first game and the MAGS entry!
#18
The cool animations and scenes add a lot to the game, it was fun and I really enjoyed it, you've worked hard for this MAGS and it was well worth it! The sfx rock 8-)

Congratulations Fitz!
#19
If you don't mind having a pre-defined path when the distance is too far, then it can be quite easily done with 'basic' waypoints.
It would look like this:
Code: ags

//2d array containing x,y coordinates for all the waypoints
int WayPoints[20];

//2d array containing the coordinates of waypoints to use 
int CurrentWayPoints[20];

//simple math formula here
int GetDistance(x1, y1, x2, y2);

//get waypoints between pc position and destination/store them in CurrentWayPoints
void GetWayPoints();

//sort them with getdistance() or any algorithm
void SortWayPoints();


//on walkto action
if(GetDistance(player.X, player.Y, mouse.x, mouse.y) >= cutoff_point)
{
  int target_x = mouse.x;
  int target_y = mouse.y;
  GetWayPoints();
  SortWayPoints();
  int i = 0;
  while(i<20)
  {
    if(CurrentWayPoints[i] != -1 && CurrentWayPoints[i+1] != -1) //-1 means its not active
      player.Walk(CurrentWayPoints[i], CurrentWayPoints[i+1], eBlock, eWalkableAreas);
    i+=2;
  }
  player.Walk(target_x, target_y, eBlock, eWalkableAreas);
}


You would just have to define the waypoints coordinates and they will be used if you click past the cutoff point.
It would require some minor tweaks to make the walk actions non blocking. I can further implement this concept if you think it can be helpful.
#20
Cleanic: :~(
I don't think TGames has given up, am I wrong? Also, jannar85 and Durinde announced they would try to make it, any news?
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