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Messages - Darius Poyer

#141
I'm done, sent it in. All good.
#142
Quote from: Crimson Wizard on Tue 22/06/2010 17:55:50
May I ask, by "The story must be told in dialogue." you mean that the story should be... literally told in dialog (e.g. one guy telling another some story), or that the story should have the dialog as a "spine"? :)

I'm certain that both of those fit the rules set.
#143
In the first screenshot:
QuoteRezzable
presents
Egyptian Gods

w/DJ sierra Sugar
Prizes   Dancing

2pm SET    sun, Feb 15th
@ KINGS REZZABLE

Is that part of the game? I'm both confused and concerned.
#144
1st; Ilyich, for the Guybrush portrait
2nd; Jim Reed
3rd; Straydogstrut, for his sunflowers
#145
Thanks Khris.

Now that's a load off my mind.
#146
I don't think that there is much advise to be given except to have an idea that your exited to make. If you have that you will have an easier time doing the more demanding parts like animation.

I would like to add that if your feeling some first-game blues, just wait until that second game blues sets in, that's the one I'm currently enjoying.
#147
for rein I created a dynamic cursor that changes the mouse.Mode depending on what's underneath it. To add a check weather or not an item is at the mouse position I used this... variable?

Code: ags
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);


in this function

Code: ags
function repeatedly_execute() 
{

if (invlength != 0){
  invx = invlength*20;
}
invpos=320-invx;
Inventory.X = invpos; //don't mind this, its juts part of my inventory display

InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);


     if (GetLocationType(mouse.x,mouse.y) == eLocationCharacter && cValery.ActiveInventory == null){
        mouse.Mode = eModeTalkto;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationHotspot && cValery.ActiveInventory == null){
        mouse.Mode = eModeInteract;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationObject && cValery.ActiveInventory == null){
        mouse.Mode = eModeInteract;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationNothing && cValery.ActiveInventory == null){
    
         if (item == null) {
           mouse.Mode = eModeWalkto;
         }
         else {
           mouse.Mode = eModeInteract;
         }
      }
}


I think it returns the script name of the item and in case there is none, it returns 'null' so I used it to check if there was "some item" under the mouse.

It's some kind of variable and I've seen similar types like GUI in the scumm verbcoin script:

Code: ags
Object*obj=Object.GetAtScreenXY(mouse.x, mouse.y);
Hotspot*htspt=Hotspot.GetAtScreenXY(mouse.x, mouse.y);
Character*chr=Character.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem *item2; //(special check)
GUIControl *control = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
GUI *guixy = GUI.GetAtScreenXY(mouse.x, mouse.y);


I'm curios to know what they are and how I could use them for something other than what I've used it for thus far. It really doesn't feel right using code i don't fully understand.
#148
I will join in and place my vote on Macay as well.
#149
Completed Game Announcements / Re: rein
Thu 17/06/2010 08:59:46
The game has received a minor update fixing the spelling issues brought up my Leon.
#150
Completed Game Announcements / Re: rein
Wed 16/06/2010 05:09:09
I't recently came to my attention that IndieGames.com did a small write-up on rein. It's a very thorough little article except for the fact that they wrote 'Fraxtor' instead of Fraxto as the name of the facility. I find it interesting that the few subtle things I wanted to convey about the facility and characters where quite clear to the players.

It's very odd though. it seems that because IndieGames.com posted it I found that allot of other blogs picked it up as well. I also found some obscure French site that offers it to be downloaded for some reason.

publicity is a very strange and frightening thing.

IndieGames.com
http://www.indiegames.com/blog/2010/06/freeware_game_pick_rein_darius.html

Other blogs
http://occplayer.wordpress.com/2010/06/14/the-operative-word-is-extreme/
http://thereticule.com/2010/06/rein/
http://funeffect.com/wp/2010/06/freeware-game-pick-rein-darius-poyer/
http://nerdfilter.net/freeware-game-pick-rein-darius-poyer

Obscure French Website
http://www.relite.org/fr/game-153-Rein.html

Also a walkthrough for some odd reason
http://gamesolutions.efzeven.nl/rein-walkthrough-darius-poyer2010/
#151
Completed Game Announcements / Re: rein
Mon 14/06/2010 06:34:07
I want to say thank you. The response had been great so far to say the least and I really appreciate it. Well, then... allot of you want some more and so... naturally I will have to fill that void somehow. What I can say about that right now is that it will definitely be a longer game, medium or so I hope.

The falling tiles puzzle is driven by some subtle logic, that's then broken to ensure that you will fall down at least once.
Spoiler
The rules for the first 4 rows are that tiles with crossed cracks will fall. at row 5 however, its more random, not that its reversed.
[close]

I really enjoyed the let's play Domithan. It's very interesting to see someone play that game, to see if you guided them right and gauge the difference between what I tried to guide you towards and what you where naturally guided towards.
For instance, the other dead guy in the second room, christened Henry, is something a few people might miss because he doesn't really scream for attention. All you see before you speak to him is him breathing heavily, still he is one of the more interesting parts of the game I think, at least to me. So if you haven't , play it again and see what he has to say.

Also, don't worry about it Dualnames it all good. I can see where your coming from regarding the music and when the next game reaches the music stage, I think even Macay would like to create something better.
#152
Little more than two weeks ago I decided to make a game in AGS. I've wanted to do it for some time now but just had some trouble getting started and following through with my ideas. What I decided to do this time was to just come up with anything that could be an ags game, then two hours later, I had all the puzzles, setting and dialog mapped out. Now, the game is complete, I give you:

rein, to constrain or be guided by constraint, is a game about survival, escape and medical research! (mostly survival).






The game is very short, but I hope you enjoy it.


"looks cool, look forward to trying it out." - Ben Chandler
"Depressing" - SteveMcCrea
"Completely redefines short." - zorba
"Not a bad game." -isxek
"I played rein, and i can't escape the feeling that I did something wrong." -Tahnan



Interview by Chris Evans on The Reticule
Caution! May contain information regarding the future of things.



Did you know rein reached beyond this forum and materialized in plastic? read on:

Rein recieved a strange amount of publicity. It was posted on two fairly major indie-gaming blogs (indiegames.com and jayisgames.com) however, I find that for the most part these blogs just try to keep the blogroll going by posting anything thats even remotely interesting, thats especially true about indiegaming.com, perhaps not so much when it comes to jayisgames since they decided that rein was one of four games you should be playing that week. While I don't take the publicity very seriously I cannot deny my interest, especially when the game somehow manages to become permanently imprinted on DVD's I didnt print myself.

PC GAMER and PC ZONE both come with a DVD each month and rein is included in both of them. Granted they are both published by the same company so lets count that as one DVD.


I'm writing this now because I just recived a copy of the september issue of PC GAMER UK from straydogstrut, or as I've come to know him, Dan. I can't thank you enough for sending me this DVD Dan.

I sincerely hope the publicity for rein stops here. It seems that once I get a new game out there I might actually need a personal website to act as common ground of strange attention like this.



You should all buy a copy of PC GAMER if you can and play rein, or perhaps just replay the DeFoe series again.
#153
that should do it...

thank you Vince
#154
I'm using GetLocationType to change my mouse.Mode depending on what's under it and it works just fine, the problem I'm having is how to create exceptions.

I'm using the global scripts repeatedly_execute() function to see what the cursor is touching, but I have no idea how to get information from a hotspot in a room script to the globalscript function.

I'm using a hotspot to kill the character if you stay on it for too long, so I just don't want the cursor to change to eModeInteract for that specific hotspot.
#155
I don't have much to offer in any technical criticism, but I've got to say that that's a fascinating and crazy character style. Keep at it I suppose.
#156
I will join this adventure as well. email in my forum profile.
#157
day? night? what?




This was a nice little break for me to try out some more interesting palettes. I have also never really done any natural environments before, but I like the result quite a lot.

#158
had this gone sufficiently out of hand for a lock or ban yet mods?

Icey, after all I've read here, you are just too young it seems. Just step back, wait a few years, then see if maybe you have worked some of this stuff out. Perhaps at some point you will be able to make a real game, but that is definitely not right now. Take some time Icey.
#159
I got the sense that I was playing a kids game, and if I judge it accordingly, its a very good game.

I enjoyed the simplified interaction and the fact that EVE seemed to take an interest in what you where doing. Logic might have been a bit flawed when the old robot needs mirrored light instead of just light to recharge, but I can't really get to bothered by that since, as previously stated, I felt like it was more a kids game than anything else.
I would attribute the feel of a children's game to the dialogue, because it lead's you by a short fuzzy leach at all times.

Still, its a pleasant game, the art-style is very clear and easy to look at. Nice work.
#160
Very nice composition Jim.
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