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Messages - BlueAngel

#21
General Discussion / Re: 'Stranded'
Tue 16/08/2011 14:32:06
Quote from: cat on Tue 16/08/2011 14:19:15
Awesome game, thanks veryweirdguy! Just out of curiosity: What would have been the solution to survive?

I was wondering the same thing - did you have a story from the begining or did you make it up as you went along?
#22
General Discussion / Re: 'Stranded'
Mon 15/08/2011 13:25:31
Loved this! Hope we can do it again!  ;D
#23
General Discussion / Re: 'Stranded'
Sat 30/07/2011 12:43:14
 ;D
BEST Thread ever!
#24
General Discussion / Re: 'Stranded'
Sat 30/07/2011 09:24:09
Dangle the hand in front of it and then throw the hand over the side.
“Go fetch!” :)
Then take the walkie talkie before it flies back.

#25
General Discussion / Re: 'Stranded'
Wed 27/07/2011 12:10:31
Or a dismembered hand
but I have a bad feeling about this, shouldnt we check the farm first, maybe there is something there that can help us here?

EDIT: Also can we see something down there, the car or where that guy came from? And what is that by the door? A Phone?
#26
General Discussion / Re: 'Stranded'
Tue 26/07/2011 07:38:46
Quote from: Tuomas on Mon 25/07/2011 16:50:06
... and we'll soon forget about this place, just like with all the doors in the hallway. So I vote for helipad

You are right, I had already forgotten about the other door. So there is a third option: going back and see what is behind that door.
Also if the dinosaur is left in the first room shouldn’t we find something to block that door to prevent it from escaping and attacking us from behind?
#27
General Discussion / Re: 'Stranded'
Mon 25/07/2011 13:31:07
Can´t we just look up the stairs and see if we can see something? We do not have to rush up there.
"Examine stairs"
#28
General Discussion / Re: 'Stranded'
Mon 25/07/2011 12:37:38
In all action/horror film people run upwards so I think we should too. :)
And farm don’t sound good, bet there is more dinos there.
#29
General Discussion / Re: 'Stranded'
Mon 25/07/2011 07:41:26
But can you have a bbq without beer?  :o  :=
#30
General Discussion / Re: 'Stranded'
Sun 24/07/2011 20:17:14
I feel guilty now :P
Not sure if eating all that meat is good, we still dont know what kind it is.
Did we examined the wallet to check its all empty?
#31
General Discussion / Re: 'Stranded'
Sun 24/07/2011 11:01:17
Lead him to the room you were in before but make sure he enters first?
Or is that cruel?  ::)
#32
General Discussion / Re: 'Stranded'
Sat 23/07/2011 08:34:15
We still have the torch, just need to find a way to light it.
#33
General Discussion / Re: 'Stranded'
Fri 22/07/2011 10:34:23
Use the pen hats (or are they called caps?) as bullets
or stab lizard in foot with pen and craw out the door and close it behind you.

Don’t lose the phone you might need it later!

EDIT:
Cap it is then  ;)
Got a new one… try staple the foot to the floor. :)

And MonkE3y you of course right about the fighting each other but when a monster moves towards you there is always gonna be a lot of panic.
#34
General Discussion / Re: 'Stranded'
Thu 21/07/2011 12:00:01
Place chair in front of door to slow down whatever is coming through it.
#35
General Discussion / Re: 'Stranded'
Thu 21/07/2011 07:39:05
This is the best thread ever!  :D

Look through keyhole before open the door
#36
Looks like it works well in my tryout game, now I going to try it in my real game too. :)
Just changed this:
Code: ags

function cRat_1_Mode8()
{
  KickRat(cRat_1);
  object[0].X = cRat_1.x;
  object[0].Y = cRat_1.y;
}


Off to play around with the distance to see how long legs she really has.  ;D

My miller is happy with all help :)


#37
Thanks for the flattery but I think you spoke too soon, sir.  :=

Could you help me with one more thing, please?
Where do I put the code?  ???

I guess I really only need to check the base line as the rat isn’t so big but could be useful for other things, although the legs shouldn’t be that long!  ;D

And thanks RickJ too, I will look into your code too.  :)

#38
Hi, just thinking - maybe you can use the The AGS Tween Module and fade in copies of the background pictures (make the pictures objects perhaps)?
#39
Is there a way to make a object visible at a random place?
Once again I have trouble with NoBlock I think, the room is like this: player is in a cellar. There are rats running around. If the player kicks a rat and the rat close enough the rat dies.

So I have the rat (the first of them) as a character and I want a object to appear where the rat is as it dies. If that’s not possible or too hard for a novice like me I guess I just give the player the rat in the inventory but I thought I ask here first.

Here is my code:
Code: ags

// main global script file
function cRat_1_Mode8()
{
  if ((cRat_1.x - cRose.x < 200) && (cRat_1.x - cRose.x > -200) && (cRat_1.y - cRose.y < 120) && (cRat_1.y - cRose.y > -120)) {
      cRose.Say("hit");
      //object[1].Move(cRat_1.x, cRat_1.y, 5, eNoBlock, eWalkableAreas);
      //cRat_1.Transparency=100;
      //object[1].Visible=true;
      Ratisdead=true;
  }
  else{
    cRose.Say("Miss");
  }
}


Code: ags

// room script file
int beeninroom;
bool closeenoughtofight;
bool deadrathere;

function room_Load()
{
  gHealth.Visible=true;
  deadrathere=false;
}

function room_RepExec()
{
  if(deadrathere==false)
  {
    if (character[2].Moving!=1)
    {
    character[2].Walk(Random(320),Random(200));
    oDeadrat.Move(cRat_1.x, cRat_1.y, 50, eNoBlock, eWalkableAreas);
    }
  }
  if ((cRose.IsCollidingWithChar(cRat_1) == 1)&&(deadrathere==false))
  {
    cRose.Say("Oach!");
    health-=1;
  }
  if (Ratisdead==true)
  {
      cRat_1.Transparency=100;
      //oDeadrat.Move(cRat_1.x, cRat_1.y, 5, eNoBlock, eWalkableAreas);
      //oDeadrat.StopMoving();
      //Wait(100);
      deadrathere=true;
      cRat_1.Clickable=false;
      oDeadrat.Visible=true;
      //cRat_1.Solid=false;
  }
#40
Very interesting effect, I was looking for something like this for my dialogs!  :)
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