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Messages - Blondbraid

#1221
I remember a puzzle in Dead Reefs, where you had one 8 oz jar, one 5 oz jar and one 3 oz jar, and had to divide liquid between all jars to fill the 5 oz jar with 4 oz water. I swear I've seen the exact same puzzle in at least three separate games by now, but sadly I can't remember those games. Anyone else recognize this puzzle?
#1222
AGS Games in Production / Re: Tardigrades
Mon 29/01/2018 23:39:36
Quote from: AnasAbdin on Sat 27/01/2018 04:49:08
∞ Carters
Woah, trippy! 8-0
#1223
The latest episodes were great, I hope someone here tries to do an adventure game about one of those legends!

Also, do you only do folklore from the Brittish isles in your podcast, or from other places as well?
I'd love to hear what you think about Storsjöodjuret!
#1224

A statue of Cthulhu, sculpted from unnameable material not of this world.
#1225
Great to hear the new tracks!
#1226
Thought I'd share a closer look at some of the side characters in the game:

These guys are members of a Soviet Penal battalion, disgraced officers, men charged with cowardice and gulag inmates promised freedom in exchange for participating in extremely dangerous missions,
basically Suicide squad, but without pop songs and animal costumes. Also, in this game there will be no pointless and voyeuristic dressing up montages.

I promise, the scene where the protagonist undresses is really important for the story! :)
#1227
Best Rant: Sinitrena
Most Unique Thingy that is Popular: Mandle
Most Insight Into the Psyche: Sinitrena
Least Meh Atmosphere: Sinitrena
Most Entertaining Whateverness: Sinitrena
#1228
Just voted, good luck to all participants!
#1229
Thanks, I'm glad you both like it and I hope you find the solution to this puzzle interesting!
#1230
Congratulations, this must be one of the largest AGS projects I've seen, a pretty epic feat!
#1231
I've been doing some more work on the game, and now I've added a sequence where you get to interact more with the truck:

And remember that if any of the text lables on the metal parts seems strange to you,
the protagonist is a man with zero knowledge on cars and machinery.
It didn't prevent him from getting selected for the task of repairing the truck though...
#1232
I'd say Shutter Island has some good psychological horror.
http://www.imdb.com/title/tt1130884/
#1233
I just wanted to point out, as some have commented that it's the point and click mechanics themselves that keeps the genre from having mainstream appeal, that games like The Sims, Diablo, Age of Empires, Starcraft and most other strategy games also are controlled mostly by pointing and clicking with the mouse, but that haven't stopped those type of games from reaching a wide audience.
#1234
Thank you, glad to hear! ;-D
And yeah, there will be quite a few ways to get killed, the story takes place in a war after all...
#1235
It was some time since I made a new post, so I might as well share the latest background I've been working on:
#1236
Quote from: Mandle on Sat 13/01/2018 12:39:48
Quote from: Stupot on Sat 13/01/2018 01:46:58
Quote from: Mandle on Fri 12/01/2018 22:37:53
Quote from: Slasher on Fri 12/01/2018 11:23:25
Why shouldn't an action game fit into the theme? I can think of a few...

Just have the princess tell the hero at the end "Thanks but no thanks." and that she had actually eloped with the villian, not been kidnapped.
You've just made me rethink the whole of Mario Odyssey!

I was thinking of Mario when I posted but then thought of Dragon's Lair and how unsexy the ending could have been if this were true.
I think that Braid already did that plot twist with the eloped princess.

Anyway, another typical twist you can use is when the villain is captured/defeated by the hero, but then just cackles "It was my plan all along!", there's a cliche ripe for parody!
#1237
Quote from: Crimson Wizard on Sat 13/01/2018 00:18:58
Well, that will supposedly work only for blocking sequences. If there is a non-blocking sequence, or something that waits for script to end, like room change, then you need more sophysticated system. Cannot suggest anything right now.
Ok, do you think I should re-post the question in the Advanced Technical Forum?
#1238
Quote from: Crimson Wizard on Fri 12/01/2018 23:08:00
Quote from: Blondbraid on Fri 12/01/2018 22:49:44
How do I make the description text disappear after clicking on something?

Assuming you have ProcessClick or RunInteraction called somewhere in the on_mouse_click, then you just do gGui1.Visible = false; before that and gGui1.Visible = true; after that.
I'm using the TwoClickHandler script, and I tried adding gGui1.Visible = false; and gGui1.Visible = true; everywhere there was a ProcessClick or RunInteraction comman in the script, like this:
Code: ags
gGui1.Visible = false;
ProcessClick(mouse.x, mouse.y, eModeUseinv);
gGui1.Visible = true;
But I saw no difference.
#1239
Thank you, it seems to work, the sprites are no longer overlapping. However, I'm starting to feel like fore every problem that is solved, a new one pops up,
for the text over the hotspot doesn't disappear immediately after clicking on it, if walking, talking, a room transition or an animation is triggered by
clicking on a hotspot, item or character, the description text stays on the screen until the script has finished running.
How do I make the description text disappear after clicking on something?
#1240
I tried putting your code in, and it solved the problem with the text position, but now the problem with the overlapping cursor sprite is back,
where am I supposed to put the if (mouse.Mode == eModeUseinv) y -= 20; command?
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