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Messages - Cogliostro

#61
Yes they are!

- Cogliostro
#62
Finally decided how to handle it when the characters die...  the instant rewind.



Having to backtrack to your last saved game always ticked me off.  So why do it to anyone else.

- Cogliostro
#63

the art is wonderful and the idea even better.  Can't wait to play this one.  Out of curiosity was this game based on the show  MythQuest?

- Cogliostro
#64
Hints & Tips / Re: Blackwell Epiphany
Mon 05/05/2014 15:51:56
Under the achievements, there are three options that I'm trying to track down.  Goldfarb Digger, Laying it Bear, and Snow Plow.  Does anyone have any suggestions for these?

- Cogliostro
#65
JSH -

It worked like a charm, thanks!

- Cogliostro
#66
Okay, the idea is this, when you click on an object it calls a function and generates different results based on the ID of the object. 

IN THIS CASE, I have 10 buttons (all objects) on screen, when you click it, a different object briefly becomes transparent.  (i.e. Click on Object[10] and Object[0] briefly appears.)

Is there a more elegant way to do this - presumably using EXTENDER FUNCTIONS - or am I reduced

Code: ags

function Syn (short value) {
  object[value].TweenTransparency(0.5, 0, eEaseInTween, eBlockTween);
  object[value].TweenTransparency(0.5, 100, eEaseOutTween, eBlockTween);
}

function oBut0_AnyClick() //Object 10;
{
  Syn(0);
}

function oBut1_AnyClick() //Object 11;
{
  Syn(1);
}

//et cetera...


- Cogliostro
#67
Hints & Tips / Re: The Samaritan Paradox
Mon 21/04/2014 23:15:11
SUNDIAL

Spoiler

Read the calendar, got the cane, went to the bunker.  Tried: 6,4,12,7  Then: 7,4,12,7  and Finally: 1,4,12,7
Checked the library, reread the calendar, and become convinced that 1,4,12,7 should do it and still it will not open. 
I dial up the #s, wait for the gear click between each #, exit the screen (it automatically takes the cane), and the door is still locked.  Help!
[close]

- Cogliostro
#68
Completed Game Announcements / Re: Mudlarks
Mon 21/04/2014 01:08:21
I think it took me about six hours.

- Cogliostro
#69
The link isn't working for me.

- Cogliostro
#70
This particular module was created by Miguel García Díaz (Jerakeen), and was difficult for me to find, so I thought I would repost it.  I also _slightly_ updated the module so it will run on current version of AGS and created ptCharPosition to be used with PS.emitter_set_position so that an effect can follow the player around the screen.

Particle System Manager

One side note, I ran into a problem when using the PSM to draw smoke (or whatever) on the background.  When you are doing this neither SetBackgroundFrame(x) nor object(x).MergeIntoBackground will work.  Understandable in hindsight, but it gave me a headache when I ran into it and I thought I would forewarn everyone.

- Cogliostro

EDIT - I originally made the changes in the DEMO but not the actual SCM file.  That oversight has been corrected, and the SCM file works with the current versions of AGS.
#71
When I was growing up reading and writing were my ways to stay sane.

Then came adulthood, mortgages, taxes, responsibilities, et cetera.

At some point I realized the only time I spent with a good book was listening to an audio book during my commute and I hadn't written anything in years.  This is my creative outlet and path to sanity.  My website and game company are called "Cast Iron Muse" because I NEED to be creative.

- Cogliostro
#72
Completed Game Announcements / Re: Mudlarks
Wed 16/04/2014 16:04:04
Just finished playing and I have to say, one hell of a game!  And it's your first game to boot!

Finding the right spot and angle to capture a picture to use in a game is a hassle and you pulled it off.

Others have already commented on Winston's animation and speed, and I agree with them.  On the other hand, the animations used in the seance were impressive, despite being jerky. 

I really liked Winston's conversion over the course of the game, in his attitude towards ghosts and his increasing disregard for the law.  Also, a lot of games fall into the trap of featuring only the minimum number of NPCs necessary to solve puzzles or advance the story.  You included the occasional nutter on the shore of the Thames and a valet at the Burgess, whose only purpose was to make snarky comments.  The tour guide was there to give information about the churches, but her personal agenda was a "close encounter" with Geoff.  You go to a paranormal society and encounter someone like Jenny Hung, a paranormal enthusiastic but still skeptical - in other words, something other than a 2D character.  Bonnie Heavengold has a public and private persona for real life reasons!  All of these helped make the game seem connected to the real world.  Brilliant!  Just brilliant!

Things to improve in the next game....  The meteor was an interesting distraction, and it didn't bother me, but you may want to have everything tie together in the future games.   And I can't think of anything else?!

I look forward to your next game.

- Cogliostro
#73
Hints & Tips / Re: Mudlarks
Wed 16/04/2014 13:52:32
Quote from: Tinytim on Wed 16/04/2014 11:21:37
How do I
Spoiler
stick the glitter to the round stone?
[close]

HINT:
Spoiler
Your going to need to change the color of the rock as well.  Start by looking under the "pier".
[close]
ANSWER:
Spoiler

Under the pier you'll find a lump of coal, it's on the right hand edge of the screen.  You get dust off of that.
[close]

- Cogliostro
#74
Hints & Tips / Re: Mudlarks
Wed 16/04/2014 02:30:47
Day 4: Church Basement:

Spoiler

I'm in the same spot.  The machine in the basement of the church has come apart, I've created the swastika, put in the machine, hit the lever, and nothing.  LOOKING at the control panel suggests that a fuse is blown, but I've tried sticking every metal piece I own into the panel with no luck.  Honestly, what do 1940's British fuses look like?   I can't leave, there's nothing else on the beach, nothing in the desk, and there's nothing else in the water.  I've also messed around with the "mound" until the damn thing has started to look like the head of Cthulhu.

Anyone have any suggestions?
[close]

- Cogliostro
#75
Hints & Tips / Re: Mudlarks
Tue 15/04/2014 03:15:49
Spoiler

Okay, I'm playing doctor, and the guy has a seizure.  I assume that I need to open the box to get at his medicine.  How do I do that?
[close]

- Cogliostro
#76
Hints & Tips / Re: Mudlarks
Mon 14/04/2014 20:02:45
Spoiler

How do I get the ball from the dog?
[close]

- Cogliostro
#77
Hints & Tips / Re: Mudlarks
Sun 13/04/2014 18:36:49
Where is the linseed oil?
#78
BETA TESTING being put off until mid April as new rooms and thread ideas continue to assert themselves. As new opportunities arise, I am also thinking of adding more music and voices.

VOICE OVERS: I managed to get an entire radio theater crew to agree to do the voice overs.

MUSIC: First, Jeff Foreman stepped up to help with background music.

Ya know, the credits for this game are growing REALLY long for something that began as a one man project.

FINALLY: In the star ship there is a recreational area called "Siren Street".  The billboard with the mermaid is posted right outside the entrance.  Later, I heard a group, called Sirena, performing a song at the renaissance festival and this song perfectly captured the mood I wanted for this scene in the game.  These women can sing, dance, have the right look, created their costumes and makeup, write their own lyrics and music, play instruments, and choreograph their moves?!  Impressive barely describes it.  Click on the pic to check out their website if you like...



Anyhow, I asked for permission to use their song in the game, and they said YES!

Looking back at the name of the room, the mermaid, the musicians, and their stage presence/image...  I'm not even sure what word describes this line up.  Synchronicity?  Serendipity?

Anyone else ever run into this?

- Cogliostro
#79
Yeah, I doubt I'll look the same in 7000 years either.  :wink: 

It was a tough call, but when you actually reach the nebula, none of the "familiar" formations are present.

- Cogliostro
#80
After a few months delay, here's another update.


In this, the hero and I have much in common.

"Between the Pillars of Creation" is now playable from beginning to end - the way I originally envisioned it!!  I will plug away at the bugs as I find them and start beta testing on March 1st.  (PM me if your interested in helping.)  While I'm at it, I plan on adding a bunch of dialog so the heroine is sufficiently stroppy. 

- Cogliostro
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