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Messages - BerserkerTails

#641
Competitions & Activities / Re:December MAGS
Wed 03/12/2003 17:40:39
<Switched browesers and saw pic>

Nice Gilbot. You *SURE* you don't wanna make a MAGS game??  ;)
#642
Sure. If you play through all the VGA Sierra games (I just played through Conquests of the Longbow again today), you'll notice that pretty much everything and it's dog can be looked at, even if it returns a message saying "The grass is green." or "There's not much to see there.". The fact that there's still a message nearly anywhere you click is a good thing in my opinion. They don't have to all be funny or meaningful, but that added description can give just that little bit extra to your game.

EDIT: Reading the thread Tamper started, I can see alot of people agree with me, whereas alot also disagree. What it looks like it boils down to (Once again), is the age old question of: Sierra or Lucasarts? I like them both, but I prefer Sierra adventures, so naturally my adventure game will play more like a Sierra one. Others like Lucasarts adventures, and prefer to have their games more like those of Lucasarts.
#643
Competitions & Activities / Re:December MAGS
Wed 03/12/2003 07:20:06
Of course that pic is nothing new Gilbot, there's nothing there! ;)

Checked the source, got the link to the "pic", and STILL couldn't see it. What are you hiding from us Gilbot! I NEED TO KNOW!!
#644
In my opinion I think too few hotspots is a real flaw in games. With a lack of hotspots, you usually feel like you're not really in the game. It just makes the locale our character is currently in seem un-detailed.

Like for example, say you're in an evil scientist's lair, and there's a bookcase full of kooky and intriguing items. Would you rather be able to click your look icon on the bookshelf and get the message "It's got wierd items on it.", or would you rather be able to look at every individual item and read an neat description?
#645
Critics' Lounge / Re:Runcycle sprite [retry]
Wed 03/12/2003 05:24:47
The new runcycle definatley looks better, and more realistic. Can't wait to see it with details and shading!
#646
Competitions & Activities / Re:December MAGS
Wed 03/12/2003 04:38:05
Awwwwwww man...  ;D
#647
 ;D There we go!

Thanks a million Gilbot!
#648
function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
 if (keycode==17)  QuitGame(1);   // Ctrl-Q
 if (keycode==363) SaveGameDialog();   // F5
 if (keycode==365) RestoreGameDialog();  // F7
 if (keycode==367) RestartGame();  // F9
 if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
 if (keycode==9)   CentreGUI (2);
          GUIOff (1);
          GUIOn(2);  // Tab, show inventory
 if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
 if (keycode==22)  Debug(1,0);  // Ctrl-V, version
 if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
 if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room

I can't see anything wrong with it...
#649
Obviously... The tricky part, is that there is no (keycode==27) in the global script!
#650
Thanks for the help Gilbot, but unfortunatley I didn't make myself perfectly clear  :-[

I meant that pressing the ESC button shouldn't bring up the GUI, but it does for some reason. Is there any way I can stop that from happening?
#651
Hey hey, it's everyone's favorite n00b with yet another easy technical question!

Is there any way to disable the ESC key in AGS? Not perminatley, mind you, but just for rooms where it's not needed. Here's the exact situation...

I use the ESC key to skip the opening cutscene, but then when actual gameplay starts, whenever the ESC key is pressed, it activated the Inventory GUI. Is there anyway I can disable the use of the ES key until another cutscene?
#652
Critics' Lounge / Re:The AGS Ezine Website ...
Wed 03/12/2003 00:28:00
 :o

WOW! SPIFFFFFFFY!

I really like the new look, it screams PROFESSIONAL!
#653
Obligatory BUMP after editing the main post.
#654
I'm with Scotch. The graphics are brilliant.

<Looks at rock>
"It is a moon rock."
<Picks up rock>
<Looks at rock in inventory>
"It is a space rock."

BRILLIANT!
#655
Competitions & Activities / Re:December MAGS
Tue 02/12/2003 23:43:35
I'll *TRY* to enter this month... But I'm not doing a single sprite or line of code for my MAGS game until I finish the demo for The Tablet of Altheria, which I hope to release Christmas Eve.
#656
Thanks Quintaros! That fixed my problem quite nicely!
#657
Wow... It looks like I'm the only one who likes the over-abundance of dying in adventure games. I mean, I don't like dying for no apparent reason, but nothing pleased me more back in the day than saving my game, then seeing what happened when I walked too close to that snake... Heh...

I can see how this could be an annoyance in amature games though. With not many game designers taking the time out to make animation after animation, most deaths would just be text based and boring.
#658
Critics' Lounge / Re:Runcycle sprite
Tue 02/12/2003 00:24:28
First off, it's a nice sprite, with good animation.

Unfortunatley it looks like Mr. Ninja is skipping instead of running. While running, your legs don't jut out in front of your body like that. My suggestion would be to run around alot, and try to just watch your body. This will hopefully help you to get more of a running sprite.
#659
Is there a way to do this? Right now I'm using the code:

character[3].room = 10

Of course, this puts the character in the new room at the position it was at previously. Therefore I added a MoveCharacterBlocking for the character on the new room before it fades in, but this adds a ghastly pause while waiting for the character to move...

Thanks in advance for any help you can give me!
#660
Great game Eric! Just a quick question...

Spoiler
I solved the game, but I found that you could also put your last bullet in the keyhole of the door. Is this an alternate solution to the first puzzle? If so, how do I complete it? I need to hit the bullet to make it go off, and the key doesn't work...
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