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Messages - Crimson Wizard

#13241
Monkey Island I intro theme is one of those tracks from computer games I played that cause an utter nostalgia. When I listen to it I wish I could again be a child who is just about to discover the wonder of computer games.  :'(

Regarding AGS ones... few "Shifter Box" themes were wonderful (don't know their titles). I also loved an opening in "5 Days A Stranger", but I think it was taken from RPG Maker - as author stated in a readme (or wasn't it?).
#13242
Quote from: Tabata on Tue 02/08/2011 19:43:16
btw. Are you all on holiday? Where is the whole swarm hidden?  
Hey all: I am missing you!  :'(

I am around somewhere, checking this thread from time to time ;)
#13243
Quote from: Jackpumpkinhead on Wed 27/07/2011 23:12:19
But once you have created an obstacle how would you go about creating a solution that fits withthe environment with the game?

I may suggest thinking about objects and items that may be found in the enviroment. Place those all around - in your imagination, or make a list on paper. More the better. For example, if your story takes place in the modern apartment, think of all kind of things that people keep in their home.
When you have that list, put yourself on your character's place and seek for various variants of solving the puzzle.

As a slightly different approach, think of solution as a number of functions that the sought combination of items must possess. For example, if there's a locked door, that required item must be able to fit into keyhole and rotate the mechanism - OR be able to remove the door from the hinges (if you like the puzzle be solved that way). Find all the suitable kinds of items in your game's world.

Pick out different groups of items that may be useful. When you have some variants, choose depending on game's mood and genre. For example, if it is a pure comedy game, then take most crazy and eccentric one; if your game is a serious one, then take a reasonable solution.

Also, always keep in mind character's capabilites, skills and knowledge. If the found solution requires technical skills you character do not possess, then better find another one, or make a technically skilled NPC help your character.
#13245
Heh, posted the same time...
There was another suggestion I made in the second post above, but I now see that you are making the Maniac Mansion style game? Then, unfortunately, it cannot be used. Unless you rework the game style :)
#13246
Sorry for double post.

I do not know if you may consider changing your controls on current point of development; but if there's actually a problem of some verbs not much used, I may suggest this: swap the order of commands - make object go first and verb second. I.e. player selects an object and a Gui appears with only those verbs shown that are truly useful. This will also allow you to introduce specific verbs only usable at limited number of occasions.
But, ofcourse, that will require more difficult scripting.
#13247
You could script a function that makes player say "I see nothing special." and call that function for every self-explanatory item in your game.

Other than that - it may be a stupidly mannered line, something like "the desk's shape mysteriously looms in the dimmed light of the room..." :P

#13248
Hey, I am wondering, is there anything I can help with futher?
I don't usually write music though; all I can do is write short MIDI compositions. Sometimes they are nice, but usually aren't ;)

I can help with scripting since I am quite proficient with it, and with testing ofcourse, if that is needed.

BTW, where can I get that "last beta" people speak about? I suddenly realized I haven't seen the game itself yet.
#13249
Eeeerg, hate roaches!


Just a small comment - I won't be having a stable access to internet next couple of weeks (I'm leaving city where I leave for a while), so if you think, like, my backgrounds need any fixes, do that yourself.

It would be cool to see a finished game when I am back :) but I guess it's too early for that?
#13250
Thank you for kind words. I find this ironic because, to be honest, I worried those debris look too slovenly drawn (and they are, hehe).

Anyway, I really enjoyed participating here; but I surely need to be poked every now and then for laziness sometimes defeats me  ;D.
#13251
Sorry for delay!
Here's what I've got for you:

First, a slightly updated GUARD ROOM (Normal state). I added a protective fence (shamelessly ripped from other background) and sort of a sign which says "Danger! - extremely flammable" or something like that - as was suggested by Hudders.



Secondly, a GUARD ROOM (Ruined state):
#13252
The evil doll returns!  ;D

...or does it?

Anyway, this game has an intriguing title as well as the first one.
#13253
Nice game out there.

I need a hint though, should I order infantry to capture the city it is positioned at every turn until it's mine or it is supposed to do this automatically?

There's also a little bug I noticed: there's some message about "drinking petrol" appearing in the text box during enemy turn, and it is written in white font over some other message in black font:


Also I have couple of suggestions:
1) Somehow show which unit attack which on the map. Sometimes it's difficult to understand.
2) Why do those helicopters are positioned so low near the ground during attack? Perhaps it would be better to draw them above middle height.


EDIT: Does IFV resupplies enemy units too?  :o At least they say "thank you" when standing close to my IFVs.
#13254
Ah... ok, this is solved then :)
#13255
I may be mistaken, but I think there was such an option in earlier versions of AGS: when you right-click on room background it allowed to copy current coordinates to clipboard in a format (like "X, Y") useful to be pasted, e.g., into Walk function. There's no context menu now, and I wonder was it removed intentionally?
#13256
Does this happen when you run the game both with DirectX 5 and Direct3D 9 video setting?
#13257
Please tell, what screen resolution and color mode is used in your game, and what system do you have (operating system for start).

Also, what is a size of background picture.
#13258
Quote from: bluE3skirt on Fri 17/06/2011 16:38:58
Apparently I misunderstood his description of the gameplay the first time around. According to him, you played as a ball, on the press of a button, a grappling hook was shot on ceilings so you could swing over gaps, on the press of another button the ball would turn into a robot that could fire at enemies, but not jump.

Furry of the Furries?
http://www.abandonia.com/games/279

it wasn't a robot though
#13259
What about actually picking some of the older games for the showcase monthly? Not the ones that are super popular, like Trilby or Ben Jordan series, but the ones that were not spoken much about.
I was reviewing my own AGS games collection lately and found several very nice little games there made by people I rarely or never see on these forums, like "Automation", "Duty and Beyond", "Mourir en Mer", "Murder in a Wheel" - just a few samples - these games were quite popular back in previous years, according to their ratings and awards. Who knows, maybe there are other, not much known, yet well made and worth mentioning. Everyone has its own taste, and sometimes people may like the game that AGS panel did not like :)
How about choosing randomly a game made, like, >=4 years ago?
#13260
Quote from: Cleanic on Wed 15/06/2011 00:35:10
Sorry for the incredible amount of bugs and reasoning flaws I suspect you may find... my first game, my bad
Just a little advice - if you expect errors and flaws in your game (and even if you don't :)), post it in "Game in production" section of the forum and say you need help with testing. A decent number of people willing to beta-test new games can be found usually.
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