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Messages - Ciro Durán

#81
No entiendo nada de lo que dicen  ???
#82
Completed Game Announcements / Re:ISN: Kill!
Mon 03/11/2003 16:25:54
Quote from: Harvester on Sun 02/11/2003 22:14:49
Well, I guess you'll have to start again.
MWAHAHAHAHHAHAHAHHAHAHHAHAHAHHA!!!!!!!!!!!!!

Seriously, tell me exactly in which room does the game crash.

Spoiler

I scared the bat with the slingshot, and got the cow outside, I fed the plant with teh cow, and dissappeared, searched the couple of rooms there, got out of the house and never could get back in, since the door is lock-proof, rock-proof, bomb-proof, and everything else you can if of-proof, and the brilliant protagonist threw the key away, since he never needed again.
[close]
#83
Completed Game Announcements / Re:ISN: Kill!
Sun 02/11/2003 21:07:22
Hey, man, I have the same bug, my only save game is outside the house, I killed the plant, and now I have no turning back, I can't get the ring for the lady

I WILL SUE YOU AND ALL YOUR FAMILY FOR THIS!111!11!!!!one!1!
#84
pathetic little bump :P...

Status of teh game: 90%.

To do: a couple animations, ending art, manual.
#85
Quoting from a message earlier in this thread (posted about a year ago)...

Quote from: terranRICH on Fri 01/11/2002 04:57:20
And yes, I do believe I can finish it in 2-3 months' time. I am working very hard on it, getting all the kinks out now before I run into problems later. Once I work out a system of using true/false flags for certain situations and determining whether or not the player did something or figured out something, then I'm sure everything else will be quite easy.

At the most, I figure 5-6 months. Still not that long, I hope. :)

lol... guess we all estimate our times wrong :)... I saw the intro and it's impressive, terran, your game looks quite pro with the rendered images... good work :D
#86
AGS Games in Production / Re:Take a break
Sun 26/10/2003 18:40:10
Thanks for the feedback, Yufster :). The font color is an issue I'm solving (and that's why I've been searching and testing different outlining techniques), and by the final release that'll be solved.
#87
General Discussion / Re:What OS?
Sun 26/10/2003 14:18:41
I'm Worf, w00t!!!



"A somber tactician who keeps emotional flares in check, you bravely refuse to back down when fighting for matters of honor.

Perhaps today is a good day to die! "

Yarr!

PS: Palm OS in the other one :P
#88
Oooh, what the hell, with my university life killing all my aspects of life (social, most of all), it'll be a while until I release my game.

Download this sneak peek (at the intro) here, hope you enjoy it :):

Take a break - English!

Tómate un descanso - Spanish!
#89
Ok, I got your point, I haven't tried out anything yet, my question would be: How can I manage then the StartCutscene(), EndCutscene(), should they be at the beginning and end of each room script bit?, or AGS is capable enough to skip the scripts until it finds the EndCutscene()?
#90
Well, then I'll explain a bit further: both rooms can be explored at any moment by the character, and the NPC in the second room can be spoken to, even after the cutscene (he walks to do something, talks and then returns to his original position).

The GlobalInt solution looks good to me, although it's a bit clumsy way (I have to split the cutscene in several scripts, and I don't know if StartCutscene() and EndCutscene()  would work there.

I'll try eric's solution (as the rooms are not scrollable), and keep you informed :).

Thanks for your suggestions.
#91
Lo... I'm having difficulty building this cutscene, it goes like this:

1.Character triggers something noisy
2.Fade to another room, NPC says something.
3.Fade to previous room, same NPC enters room, walks to point
4.Fade to even another room, animation occurs.
5.Fade to first room, some conversation, yadda yadda yadda.
6.NPC returns where he came from, repositions himself where he was (this does not occur on-screen)

I'm having problems in room changing, as NewRoom is a function that executes only after finishing the script (in short, I can't use this function). I don't know if I missed a "Hide character" function (except if I use transparency option, couldn't find one in the API), or if I should make another view of the character "invisible". I've searched scripting tutorials, but most of them look to me for non-programmers (these are the variables, these are the functions, functions use variables, etc.).

What would you suggest me to do?  ???
#92
Grand part of the fun in the adventure games is the question "what would happen to the character if...", this usually traduces in the amateur community in lots of messages telling the player what would happen, i.e., if the character breaks the Fire Alarm glass.

This "what if" includes the death scenes, in Indy and the Last Crusade you can't resist punching Hitler (do you?) :) and you see the ending (which message is quite funny).

However, death scenes must be controlled, deadends must be avoided at all costs, and a "replay" feature should be included, if possible, in order to encourage the player to keep exploring and experimenting.

This gives definitely a "Dying" character my approval.

Next question: I don't have one, I've seen than the question I've answered has been already answered :(
#93
General Discussion / Re:Does anyone know?
Sat 27/09/2003 01:34:02
Quote from: MrMasse on Sat 27/09/2003 00:30:43
I played the old game 'Moonbase' and got so angry that it's so extremliy bad, so I thaught about making a better version on the same theme, and since moonbase have the simcity theme i thaught that maybee there was some program to make such games. Maybee something for Mr Jones to 'dig into' now that AGS is allmoust perect...

Moonbase is a rather cool idea, the thing that makes it bad is that the gameplay is ill-balanced. Once you find the way to make money, you're done,  and also, you're not given more difficult challenges.

Making a SIM-type game is rather difficult, MrMasse, I can tell you because I tried to design one, and you really need a good design if you want to have a cool SIM-type game (just an example, imagine every single design decision Will Wright had to make in order to make The Sims work).

To answer your question, I've never heard of a SIM-type game builder, I have not googled myself to see if exists, either, maybe you could have more determination than I do :P.

Well... sul sul

*Ciro turns around and suddenly has night clothes
#94
Critics' Lounge / Re:Animation C+C
Sat 27/09/2003 01:12:57
Actually, the guard is kinda lazy... here it is a new revision...



#95
Quote from: LucasFan on Fri 26/09/2003 14:14:45
There is a nice German saying:
"Von nichts 'ne Ahnung, aber zu allem 'ne Meinung."

I wish I knew German... :(
#96
ciro AT ldc DOT usb DOT ve

:)
#97
General Discussion / Free Epilepsy Attack!
Thu 25/09/2003 03:58:41
WARNING: This is serious stuff, if you really tend to have epilepsy episodes, do NOT, I repeat, DO NOT see this site. It would be like watching The Ring movie and fast forwarding 7 days.

http://www.seizurerobots.com/

:P
#98
I'mmm hiiiiigh O_O
#99
General Discussion / Re:Mappomedia
Wed 24/09/2003 11:12:35
Oh, yay, It's sikrit eenformeshon, guess the game releases are sikrit too...

DG: LOL at your Mappomedia site :P

PS: Thanks, Mr. Jack, you have give me a good laugh :)
#100
looks like I'm busted :). welcome to the forum, DarkAngel :), or...

bee-ein-ba-nee-dou i lous foh-rous :P
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