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Topics - Akatosh

#61
Critics' Lounge / De-Anti-Aliased Tron 2.0 ICP
Wed 10/01/2007 17:06:03


So, what do you think about him?

NOTE: No, I didn't draw this all from scratch. Basically I started off with a very similar picture of a Tron 2.0 ICP - see subject - and in a painful progress resized and deantialiased it (and removed the '.jpeg stain' :P). Also, I've added another defense shield and changed the colors a bit.

/EDIT: Wait, how do you spell "antialaised"? Antialiaised? Antialiased? Antiailiaised? Antialaised?  :P
#62
Critics' Lounge / Securipedia
Sat 06/01/2007 17:01:48
In-game screenshot:

Old:
http://i8.photobucket.com/albums/a23/FAMILIAR_QUEST/zekurybetya.png

Improved:
http://i8.photobucket.com/albums/a23/FAMILIAR_QUEST/securipedia.png

So, hm.  :-\
I'm not really comfortable with this. Something seems just... wrong, but I can't point out what is wrong. I guess it's something with too big controls or such... gah. The bottom of it doesn't fit with the (forced) letterboxing, too. At the top, I found a way to work around it, but at the bottom I can't think of anything proper.

Please help!
#63
Critics' Lounge / (lock please)
Wed 03/01/2007 16:34:49
(I'm a dumbass who forgot to mention this was a paintover and got shot down for this. Any mod, please lock this thread)
#64
The Subject pretty much says it - I'd like to see a word in the textparser which can be a placeholder for pretty much anything - even nothing. 'anything' would match any input; it'd be pretty much like rol, just that you can also set it at the beginning (Parser.Said("anything tools")) which is not possible with rol.
#65
Right: I've got a textbox and an associated button next to it. Is there any other way to call the button_click function on hitting enter than trickstering around with the key_press function and if - Structures?
#66
Right. I'm looking for a good how-to-draw-lo-res-humans tutorial... whenever I try something, it ends up either as a badly animated Roger or just an amorphus blob.
#67
The problem is: I want a certain response if the player types anything, and I mean anything, if the line includes a certain word, no matter what stands left or right of that word ("tool" in this case). I've tried the following code already:

Code: ags
If (Parser.Said("tool rol"))

Only works if nothing stands before 'tool'.

Code: ags
If (Parser.Said("rol tool rol"))

Always gives the response, even if there's no 'tool' in the line.

Code: ags
If ((Parser.Said("tool rol"))||(Parser.Said("rol tool")))

See above.

Code: ags
If (Parser.Said("[anyword] [anyword] [anyword] tool rol"))

Never gives the response, as weird as it sounds.

Any idea how to get this working? This is quite urgent, as this is a vital and basic feature of my game... and this isn't covered by the manual and the ags wiki entry is just a copy of that manual section. The technical archive is no help, too.

/EDIT: Corrected about 1,000 typos  :P
#68
YOUR MISSION: Get the KoffeeKrisisII - demo from the heavily defended Knollware Mainframe. Penetrate all defenses and don't let yourself get caught by the admin (who'll log on later in the game) or his tracers. Be the ub3r h4Xx0R you always wanted to be. Launch executables and 'chat' with other people.

DISCLAIMER: _Access is just a hacking simulation. This game does not support or encourage any real hacking in any way. I reject any responsibility forany real hacking that is done based on information gained through _Access. If you want to perform a malicious hack, don't claim you just did it thanks to _Access if you get caught. Most parts of hacking do not work like you saw it in _Access. YOU HAVE BEEN WARNED.

---
Screenies:
NEW!

-

-


---
Demo I

The first demo can be found under http://www.uploadyourfiles.de/748f12f84deb291fd8e39d604944252f/c2kg0/Download.html
Wait about 15 seconds, then click on the link standing behind 'Ihr Downloadlink:' - I know it's a bit unusal to use a german webhoster, but all others seem to be down  :P

Or:
http://dasjoe.de/ags/AccessDemo.zip
Thanks to Hajo.
---
Demo II

Yup, this is one of the very few games who have more than one demo released! Check http://www.evilshare.com/a02b0d0a-ff5d-1029-b2ec-00a0c993e9d6! Exclamation mark!


Project Status
So I've finally decided to add a 'Project Status' section to this post  ;D
Graphics: ~95% (rather small variety used, but these look nice)
Story: 100%
Puzzles: ??? - whenever I think I have the definite number of rooms set up, the number increases
Music: 100%, thanks to the Music Player

ENTIRE GAME: Should be about 80% finished now.
---

04.01.07: I've started working on the mainframe. It has some HEAVY security online. For those interested, the same that the NSA database uses in Dan Brown's "Digital Fortress"  :o
In addition, I'll add a badly needed information database to the game - the "Securipedia". You'll make some heavy use of it.

06.01.07: Hitting 'enter' now works on every textbox in the game.

13.01.07: After a long break I finally decided to get my lazy ass back working on this. The Securipedia background (by Darth Mandarb) can be seen in the new screenie above.

20.01.07: The second LAN is finished. Increased difficulty. Also, TRACERs are implented; even the first LAN has one. Makes this a bit more difficult.

21.01.07: The first LAN has been re-worked a little, the second one was enlarged by about 100%. It features two tracers. Two *fast* tracers. And WLAN. And a modem.

25.01.07: Good news, everyone. I've just played Trilby's Notes and 6 Days in a row in a completly dark room. And now wind causes some tree to bash its brenches against my window, the same wind is howling loud enough to wake the dead and there was some horror movie on TV I watched before playing these games. So I won't be able to sleep for, like, the next ten weeks. Which'll give me much, much time to work on this. Expect the next demo be released on Saturday. Yes, there will be a second demo. And probably a third. Depends on the TV program, Yahtzee, and that bloody tree I'm going to chop down if it doesn't stop the branch business.

27.01.07: Despite the cold I caught - here's the second demo! http://www.evilshare.com/a02b0d0a-ff5d-1029-b2ec-00a0c993e9d6 ! Have fun, or else!

10.02.07: There we are, it's nearly possible to complete the game now. Nearly. And there is a third LAN... with the ADMIN. Also, the Tracer has been removed from the first LAN system again, due to balancing issues.

17.02.07: Woohoo, Music Player!

09.03.07: Beta. Check the last post for details.
#69
http://www.adventuregamestudio.co.uk/games.php?category=2&action=detail&id=825&refresh1167141671

Current Version: 1.3
*Revamped version 2.0 will be released soon...*



So, yeah, I know it's only a MAGS entry, but I'd like some feedback, anyway, as this is just my second AGS game.
#70
Problem: When a player tries to save his game, the game crashes and says 'Save Game Directory Overflow'

Analysis: The game sometimes Autosaves, Quicksaves or Continue-Save the game. If they are in slots 100+, it works. If none of these saves exist, the game saves just fine, too. But I need them in slots 99-!

Question: Any way to prevent the 'Overflow' other than completly removing these (somewhat vital) SaveGameSlot - Commands?
#71
KristmasKrisis
or: The Night Before 12/24

Screenshots

------------------------------

------------------------------

------------------------------

------------------------------

Story
What started off as a normal working day for Artemis â€" arriving at 1 p.m., reading newspaper â€" unsurprisingly… er, I mean, completely unintentionally and surprisingly evolves to an Epic Plot Of Epic Proportions and a full-scale war for Christmas!

That's about adventure standard, but I don't want to give away too much now. Read the “features” section if you want a sneak peek.

Features
* A full-scale war between our favourite holiday's two different forces!
* Incredibly bad jokes!
* Your favourite white-bearded factory-owning notorious drunkard!
* Incredibly bad jokes about a well-known german newspaper!
* You decide how it'll end!
* Incredibly bad jokes about doors!
* German humor!
* Teleporters playing an important role!
* Incredibly bad jokes about weapons!
* The first puzzle EVER which involves the same person three times!
* Many different weapons (as puzzle solves, of course)
* Incredibly bad jokes about incredibly bad jokes!
* Everyone's favourite rectangle-with-legs-and-a-fly: Artemis!
* Excitement!
* Two possibilities to die!
* Auto-saving!
* A main menu!
* A Shrieker Pickle!
And so on. You get the idea, I hope.

Project status
I'll be finished on the 23rd December, I hope ;)
No really, I'm about to be finished. The translation and some final puzzles are still missing, and all sounds but one. And that one sound won't make it into the final version cuz it's too crappy.

And that is why I need somebody to make sounds REALLY FAST. Especially music to play in the background. Could someone do “Industrial” or Rock version of old Christmas Classics? Please? NOW?[/i]
#72
That's right - I want to run the 'old' Adventure DiscNoir under Windows XP. I used to love this game, but sadly, I never completed it because the CounterStrike-phase kicked in. And after I tried to get it to run today, it didn't want to.

So, do you see any way to get it running (except format c: and installing Win 98)?
#73
Just a little typo I spottet today:



Sheesh, not only I don't refer to the right item, now the invnentory number is wrong, too!
#74
Yeah, what is there much to say... er... KoffeeKrisis - Episode I: The subtitle free quest! is released, after 6 weeks of scripting mania!

The end is a bit unsatisfying  ;D, I know, but hey - if it was *not* unsatisfying, what reason would there to be for doing Episode II?

http://www.rogepost.com/dn/au9m/Koffee+Krisis+Episode+I+1.0.1.zip
#75
Is there a SetCursorMode for Objects?

I've just been wondering... is it possible to set the cursor mode to an inventory object with a script command like mouse.SetCursorMode[iKey]?

Why this question
This'd be nice, if you for example got an RPG which features QuickUseSlots, such as BG2 or wanted to give the player an item into the hand rather than the inventory (if you neither want him to carry it around nor waste a cursor mode for this nor just wanna player.LoseInventory[Key] on Player Leavey Room.)

If there is no such scripting command...
(which I both expect and fear), have you got a constructive idea how to Script Trickster this?
#76
This is more a nice thought-play, but...

I lately digged out BG2 of a big pile o' trash ['Jagged Alliance 1', 'Dungeon Keeper', ... ;)] and whilst browsing the web for some nice mods, I noticed something... it's the expression 'Infinity Engine'. The point is, this engine is used for a sure lot o' Bioware games.
A strange thought made itself up in my mind... it's a huge lot o' work, but I'm kinda sure it's possible to do an Infinity-style game with the ags!

How?? you may now ask. Well, the perspective is isometrical - 2D, that is. The "rooms"'d be kinda friggin' huge, but I think one could manage that in a resolution like 800x600. The characters movement won't be as smooth as in the originals - even with diagonal loops - but you can't quite have everything.

The AGS-> RPG part is not much of a problem (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13649.180) and with the help of the CCS plugin, you could have some scripting. The GUI concept is a non-issue (already shown), and some inventory management won't be too hard to make.

Who is with me?
#77
I don't know whether I'm just dumb or this is an error in AGS. I'm trying to have cEGO have a 'dialog' with another character in a big scrolling room, in about first to second quarter. The whole script structure is as following:

if (player.ActiveInventory == inventory[18])
{
DisplayMessage(17);
RunDialog(13);
// goes on, but not important here
}

If I now get this situation in game, cEgo walks up to the walk-to point, and Message 17 gets displayed. Then suddenly he 'jumps' somewhat to the left, all over sudden - he doesn't walk, no fade in/out just jumping. The first message the other character says is displayed out-of-screen, that is to say - where it is supposed to be. cEgo says his text, and the next message of cOtherMan is displayed exactly in the screen middle.

In another interesting fact, one other dialog at exactly the same position works just fine. It's triggered by the 'talk' cursor, anyway, not 'use inventory'.

Of course, I then assumed it had to do with a dumb scripting error of mine, and made the commands exactly the same as with the other dialog - just changed the dialog number from 1 to 13. It still did NOT work.

So I started to assume it had to do with the not-being-a-real-dialog-ness of the dialog. So I redid it and added some actions. It still did NOT work.

Getting more and more desperate, I replaced the use-inventory-thing with a talk action inculding a check whether the item was in the inventory or not. And it WORKED, just fine and perfect. I back-changed it to use-inventory, and it nearly instantly STOPPED WORKING.

I've tried about everything - setting walk-to-points, walking, facing directions, removing walk-to-points, ... so I'm quite sure I *haven't* just made a dumb scripting.

So I assume: There is a strange bug in the use-inventory-run-dialog thing.


Other information:

Room properties - 959x200, true color, res 320x200


Position EGO jumps to:

x - about 158
y - no change

#78
AGS Games in Production / KoffeeKrisis: DONE!
Sat 29/07/2006 17:15:40
Recent updates:
What I have been doing since the last demo (and will therefore be available in the finished version / next demo):

- Added a 7-days-a-skeptic-like status line (@overhotspot@ following the cursor, that is)
- Added cutscene
- Redid Artemis' office
- Redid the room with the vending machine
- Decided *not* to use the awful translation again
- Introduced leaving the mine! Wheeee!
- Asked for help with the music...
- ...and ripped another sound off Q3: A!
- ...drank 10 cups of coffee (so I'll make it)...
- Started working 3-5 hours a day
- Made up two nice wallpapers (downloadable at: and)
- Added an animation to the Tfosorcim-corridor
- Added idle animation

--> Chapter III is COMPLETE!! Chapter IVÃ,  IS COMPELTE! <--

Tee hee... akatosh... tired.


Planned date of release:
DONE!:
http://www.rogepost.com/dn/9lz5/KoffeeKrisis+Episode+I+1.0.zip

First demo release:
http://koffeekrisis.johnsendesign.info/KKIdemo.zip

Thanks again to Peder Johnson, who made this possible!

*** SOME-TIME-AFTER-LAST-MINUTE DEMO NOTES ***

I was just testing something in the demo... and came to notice some really bad bugs:

1) When walking off the right screen edge in the Tfosorcim Building Corridor, you are taken to a room which isn't implented yet. Sorry. To get everything working again, exit to menu and return to the game. Should work.

2) You can't leave the Toffee Mine. Well, there isn't any content afterwards but a "THX FOR PLAYING" screen, but it also tells the 'SneakPeek.zip' password :P. For it's about impossible to guess it...

*SPOILER FOLLOWING*
k0ff33kr151515ju57gr8!
(yup, really k0ff33kr151515ju57gr8! - just as I spelled it. With ! at the end. Really.)
*SPOILER ENDS*


Also, the game still contains some (quite much actually) 'concept art'. Some things will look different in the full version, and one or two not-as-important objects are missing. And as the room with the cultists isn't really visitable (cutscene follows immediatly, you can't enter it without the Guaraná), some jokes are missing.

I'm really sorry about it, but I can't upload the game again. It really was a torture just mailing it to Peder... but hey, it's a beta demo! What have you been excepting? ;)

Features:

-> A world map! (hooray!)
-> Authentic german humor! (yes indeed, it does exist)
...-> along with this, incredibly bad jokes
-> A really strange world (about 40% visitible, 30% interactable)
-> Investigation (as in DiscNoir, if anybody knows it)
-> References, references, references... (e.g. Terry Pratchett, Dilbert, Wallace and Gromit, Artemis Fowl ['course], the Kingdom of Loathing)
-> Two player characters (Artemis, Herrrring [planned])
-> Movie atmosphere (letterboxing...)
-> SECRET HIDDEN BONUS stuff! (bonus doors... hooray for another reference :P)
-> in-game and funny "help" function

Background:

In general, you can say the story is all about Coffee and a villagewide caffeine (or however you write this) crisis, called "The Rimacite Incident". The crazy tea speculator Wally Greg Rimacite bought a strange machine from the Egypt mafia which is able to withdraw the caffeine from even the strongest espresso. He plans to replicate it about a thousand times [as its reach is quite short], place one in every bigger town worldwide, then activate it. As about 99,999 % of all computer programmers and webmasters today are caffeine addict, the www and computers in general all over the world would break down... if the people don't buy and drink his horrible black tea [he already bought all the supplies]. And who could possible stop him... but YOU? Well, apart from the CIA. And the FBI. And the NSA, BND, NASA, RTL, RGB, FIFA and your grandma. Okay, and the police. Oh, not to forget Mr. Bond. And Ethan Hunt. And of course 007 to 999 (006 to 000 really suck). Not to forget Wallace and Gromit. Then Lara Croft and Indiana Jones. And SpongeBob Squarepants, actually.
But, as they are all (well, all but Spongebob) already occupied in some save-the-world-quests, I guess Artemis and his partisan friends and allies will have to "skin the cat".

More detailled outline of the story, as YOU will see it

Chapter I
At the beginning, you hardly know anything of this all. The game is divided in Chapters. In Chapter I (100% complete, yay!), you are just trying to figure out what has happend to your pal Ron. After another pal of you, called Herrrring (yes, four times are), runs away in panic after examining Ron, you decide to follow / find him. Just leaving the safety of the "majestic" Tfosorcim Building, you stumble upon another unconscious colleague (god, i hate those two words), called Scrooge McFeathers.
Chapter II
Thinking of the situation, and probably with the aid and advice of the AD OF DOOOOOOOM ("help" function), you draw the conclusion those incidents could probably have to do with the coffee they have been drinking. Forgetting Herrrring for the moment, you decide to head to the nearby village of Kladen, seeking proofs for your theory.

The already finished part keeps goin' on, but a) i don't want to take all the tension and b) i'm tired of writing ;)
Anyway, the first Windows (if you don't count tfosorciM and Mr. Setag) and reality references will come up soon. Also will the first allies, and one of those sadistic press-button-c-before-button-b-but-not-if-pressed-button-a-after-c-best-is-pressing-b-before-a puzzles - done! Press five buttons in the right order! The second problem is: You don't know which button is which... (easy, but hard to get the right idea)

Ready:

EVERYTHING!

I'm needing help about:

Music and sound effects. Please! I really, really, really, REALLY suck at those. And a "Pretty much everything by" doesn't quite count as "Credits", eh?

Screenshots: (look different in-game, due to .gif quality loss)

Inside the library.png:


Cultist casting.png (drawn by Franziska Beyer):


Outside the new Tfosorcim Building.png
#79
Exception 0x00000000 at EIP=0x00000000,
AGSEDIT v2.71.631, SIP=26

tried to dump everything (checked all those checkboxes) into a dumpD.txt file
it worked after i changed the name to koffeekrisis.txt (game name)
then i dried to dump it to dumpD.txt again and it kept on crashing.
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