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Messages - Akumayo

#841
No, no, no, no, no, no-  You see, if you could save the game, then you could:

Save Game
Enter new room.
Oh no!  This room doesn't have what you want in it!
Load Game
Enter new room again.
There you go!  Now what you want is in the room.

Therefore, I had to kill the SaveGame feature, sorry.  Besides, you really don't need to save i the long run, my longest running game was 32 minutes, and if you're getting along really well and absolutely HAVE to quit playing, you can minimize. (I know that's not perfect)

More questions/comments/suggestions anyone?
#842
I use geocities, but you have to make the download to your index page instead of the file itself, or geocities $#!^$ the bed and tells you off for using if solely for filesharing.

However, by using the index (geocities.com/yourname) instead of (geocities.com/yourname/homepage/file.zip) you can make a loophole and still get your file out there.
#843
I can't download  :'(
It seems you've exceeded your monthly bandwidth
#844
As for using your own cursers, it's easiest to do what I do, after you draw your own cursor, simply find the sprite being used for the default cursor (found in the default sprites folder) and import over the default cursor with your cursor.
This way the script for the cursors stays the same, but the image becomes your own.
#845
I feel terrible for double posting, but since the update, I feel it is neccessary to bump...
#846
Time for one last post,

Forgot to mention the monsters.  You can fight them with your bare hand (cost 2 strength, deal 1 damage (another README useful))  It costs strength to dodge the monster's attacks too, which you can't really tell unless your paying the utmost of attention.  Also, over 10 strength, you dodge easily.  5-10, you might get hit (depending on the monster).  4 and below, you always get hit.

Some weapons have counter-attack values (another README useful...)  Like the brick sometimes stuns monsters or confuses them into hurting themselves.  And the rib can be used to counter the monster....


About monster attacks...
They are unagressive, so they only attack if you hit them first, (except the bug, it sprays you sometimes).  That should be of some use....

I'm thinking about adding a "Torch handle" that you can find on dead bodies.  You could fight with it, or use it on a furnace thingy to light the torch and recieve a "Lit Torch" item.  You could cook your meat on the the torch, or fight with the torch (which gives it the chance to go out).

Like I said before, this is just a raw, completed version.  New monsters, items, and events can be added pretty easily now that be bulk of scripting is done.

Thanks for the comments so far.

(okay, leaving for real this time... be back in two weeks.)
#847
Hrm....Good good, I see.  I was thinking about a README already, but considering that your simply THROWN in, I figured that the player would have to expirement a lot to find out the exact mechanisms of the game.  However, at reading these comments, I can understand how the design itself is disheartening enough to stop play before understanding.

Erenan-  I was thinking about music and sound effects, but I wasn't sure they'd fit the whole "Trapped in a silent dungeon losing your sanity" setting.  I'll probably add sound effects later, but no music.  (Unless maybe there is a JukeBox hiding in the Labyrinth eh?)

Rui "Brisby" Pires-  Yes, the game is, totally, completely, random.  I'm thinking I should add a message claiming that the wall drops behind you when you move to a new room, that would explain why you cannot go backwards no?    True, some is quite random, and about 50% of the time the game becomes impossible, but for the other 50%, you do have a chance if you make all the right decisions (like waiting for your strength to return by doing absolutely nothing (another thing that should be in the README))  I'm thinking about your last comment mostly, perhaps some easier monsters and different weapons could be implemented later on, but for now I'm just testing the system for major bugs.

I'll be gone for about 2 weeks, so don't expect a reply for a while.  I'll begin work on your suggestions as soon as I'm back!

(Thaks again)
#848
Completed Game Announcements / PLEASE LOCK
Mon 15/08/2005 03:40:41
Labyrinth:Ã,  A game of wisdom

Put your wit and wisdom to the test in Labyrinth.Ã,  Battle your way through monster's and sickness with whatever crude weapons and cures you can find.Ã,  Pit yourself against hunger and exhaustion as you struggle to find the exit.Ã,  Many have died in this dangerous labyrinth, will you be the next???



**EDIT**Ã,  4th Updated version available below

Download:Ã,  http://geocities.com/oyamuka
(once you click this link, click on the file "Labyrinth.zip" in the new window.Ã,  Thank you!)

(btw:Ã,  I recommend opening winsetup and setting the game to run in a window instead of fullscreen.Ã,  It makes the graphics cleaner because they're at the proper res.)

Changes so far (in order of update):
Ã,  Ã,  Ã, *Save/Load now accesable.
Ã,  Ã,  Ã, *Increased chances of winning (much more beatable and
Ã,  Ã,  Ã,  Ã, fun now.)
Ã,  Ã,  Ã, *Added Music Track (Bethoven was perfect...)
Ã,  Ã,  Ã, *Added "Hints" section to README
Ã,  Ã,  Ã, *Two new weapons
Ã,  Ã,  Ã, *Several new "cooking" items (many inv. items interact)
Ã,  Ã,  Ã, *"Skip Intro" option
Ã,  Ã,  Ã, *"Quit" GUI no longer standard
Ã,  Ã,  Ã, *Cursors updated
Ã,  Ã,  Ã, *Bug in monster fighting system fixed up (monster used to
Ã,  Ã,  Ã,  Ã, be able to attack once even after being killed)
Ã,  Ã,  Ã, *Altered room-change so game runs faster
Ã,  Ã,  Ã, *Added a basic tutorial README

****

Comments are highly appreciated here or by e-mail at akumayo@hotmail.com
#849
Actually, I like this version very much, I'm using the template you already had to formulate The Spire BUM BUM BUM!  I've actually used some of the glitches (running off edge of screen causes death unless there are walls all around, if a moving platform is goin up, then character slides off of it, if platform and barrier collide, character slides off, etc) to make the game more interesting!  EXAMPLE:  Four randomely moving platforms float about, but the character has to use them to reach the top of the screen!  He/She must constantly jump on the center of the platform, lest its magneto energy give out, plummeting the character into the deep!
#850
Probably not....but I don't have time to learn a new system either, it took me all summer to learn this one in... whatever year that was....
#851
The concept of a platform engine may be old, but Geof's is ~unique~ because with platformius, making a new level was not only difficult, but frustrating, and the screen didn't scroll.  Geof's is wonderful, you can make a new level in about 2 minutes, complete with spike pits, floating platforms, and collectable tokens, AND the screen scrolls.  That's why I like this system so much better.
#852
How dare you point that out to me!  I love AGS, I wouldn't switch unless money was involved!  Besides, so far AGS is the most user friendly and flexible system I've tried out, this platform thing just opens up a new genre in things AGS is capable of.
#853
I don't care how old this topic is!  I think this is the 2nd most amazing AGS related thing I've ever seen!  (AGS being the 1st of course).  I've already started developing with it.  You can do anything with this system!  Pitfall, Donkey Kong, Mario, Super Mario, Super Mario World 2, Super Mario World 3, Yoshi's Island, all our favorite SNES games can come back to life!
#854
I have one word to say, followed by alot of praise.

WOW

Geoffkhan, this will absolutely REVOLUTIONIZE AGS if it gets into the right hands, (my hands probably aren't those right one, but whatever).  I simply LOVE this engine, its user friendly!  Especially with the level creation, I can already see basic arcade storyboarding in my head!  You've opened like, every door in my imaginations LOCKED DOWN game closet!!  Thank you SOOO much!!!!
#855
no, there was a popup modal MENU opener GUI, but it is turned off succesfully at the start of the battle.
#856
-sigh-, its called in a function, so not really, but I can supply you with the startup of the global script if that helps, or will it only hurt?
#857
Nope, still stays on when told to go off...
#858
Simply move the button up one pixel, that should eleminate the blue line (btw), next time add a link to a screen image this large to avoid taking up forum space.
#859
You REALLY need to learn A LOT of ags scripting before attempting an astroids game, I think someone made a pong game a while back, maybe you could contact them and ask how they did the ball's movement.
#860
The only way I know how to do it is with a TINY bit of scripting so bear with me and at least try this okay?

First!  Make your title screen a room,
Second! make object 1 a picture of the game title and set it so that it lays on top of the room, make object 0 a picture of the team that makes it and set it so that it lays on top of the room, and change the name of your GUI to INTRO. 
Third!  In the GUI editor, go to where it says "popup-modal, popup-y-pos, constant, etc" on your INTRO GUI and set it to popup-modal.
FOURTH!:  Under First time player enteres screen, go to Run Scipt at the very top of the function list, a window will open, insert the following:


ObjectOff(0);
ObjectOff(1);
GUIOff(INTRO);
ObjectOn(0);
Wait(200);
ObjectOff(0);
ObjectOn(1);
Wait(200);
ObjectOff(1);
GUIOn(INTRO);



The code above will display your Team object for 5 seconds, then your Game Title object for 5 seconds, then will show the main menu and the INTRO GUI.

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