Hmm... I changed it from 16 to 32 bit once, but that didn't do anything to the room file size. It increased when I recompiled the rooms, I did that quite a long time after changing the color depth. The game uses a resolution of 320x200.
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Show posts MenuQuote- When I looked at the 12th floor card when it was on the counter, Jack walked around then THROUGH the counter and ended up directly behind the receptionist before chattering off his description.Oha! Easy to fix, thanks.
Quote- Also, before I discovered the intended way to unlink the two characters (an awesome feature, btw), I figured out that I could trap one guy in the bathroom by using the door after the second man walked into the room.And thus also being able to solve the puzzle?
Quote- When I set off the fire alarm the first time, the bathroom door was open. Regardless of this fact, the receptionist stood in the (open) doorway and told the characters that she was about to enter. It didn't really make sense if the door was open and she was already looking into the bathroom.Aye. I'll make her stop before the door when it's open.
Quote- Shouldn't there be a toilet stall in the bathroom, too?If you mean those cabins with the flushing toilets (if that's what a toilet stall is),Ã, there are three, one is even visible, but covered by a walkbehind.
Quote from: Razorback on Sun 11/09/2005 02:02:13As soon as exchanging items is coded in, this problem should go away. In the finished game, there won't be any walking deads. I never liked those in the earlier Sierra games. KQ5 had an awful lot of those.
The walking dead also gave me trouble. Right after I found out I could play multiple characters I decided that jack should be the one in command in that particular situation. So it was logical that he should be the one doing all the matchbox stealing.
Quote from: Razorback on Sun 11/09/2005 02:02:13Yeah, that might be a bit hard to figure out without any pointers. It will be explained in the manual and the game help I'm going to add.
I had a little trouble finding out that you could un-link the characters in the fire alarm sequence.
Quote from: Razorback on Sun 11/09/2005 02:02:13Oh hey, I didn't notice that yet. I'll write this down so I won't forget it whenever I start working on this again.
And finally I think that in future rooms you should try to tone down that reflectivity of the floor. It's not extremely distracting to not have the characters reflect, but things like the bathroom door's reflection not react to being opened stuck out a little.
Quote from: Razorback on Sun 11/09/2005 02:02:13Thank you. The story didn't have time to properly kick in in this demo, though. Things should definately get more interesting later on. Thank you for testing my demo!
But overall I enjoyed the story and the characters very much and it'd be great if you could finish it one day.
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