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Messages - DazJ

#181
Played and completed it.

Stunning. The secret, in my opinion, to the success of the BJ series is simply the nice, simple yet engaging character development and interactions.

The graphics were as good as ever and really suit the game.

The music was amazing. My favourite is the Police Station theme - I still can't get it out of my head.

And I LOVED the following scenes:

Spoiler

Breaking into the apartment with the dread that he could turn up at any moment. You pulled this scene off immensily. And then wheh he came back to the apartment with BJ still in the back room my heart was beating like hell! lol, bravo!
[close]

Overall an easy 10/10.
#182
Quote from: neon on Tue 12/08/2008 06:23:49Another little problem is, that DazJ fell through a hole in the engine room while beta testing two weeks ago and until now we were not able to find him. We can hear him yellin', but it's very tricky to get him out. We've thrown a notebook down there, so he can keep on working on Fallen Legend, but the game shouldn't be released with DazJ inside, it would cause too much traffic on the download server.

Quote from: DazJ on Thu 24/07/2008 01:11:25
As a beta-tester for this, I can confirm it REALLY is a great game. I'm sure this'll be an AGS hit.

I hope you won't change your opinion after all this...


I'm intrigued and confused at the same time...I don't get what you're saying? lol
#183
Just watched it! What a great short film that was! Mark - GREAT directing skills considering it was made in a few days.

And Gundislav, lol, you ARE Ben Jordan my friend! I found you really fun to watch. Everyone in it was great at their part too which made it more the worthwhile to watch it.

I hope there's a sequel due soon...
#184
General Discussion / Re: Chrome!
Wed 03/09/2008 11:51:11
Ugh, it's frustrating how all along the top of the window are all my porn site favourites. This is clearly no good!
#185
Quote from: fly on Mon 11/08/2008 22:10:04
I played the demo and like it very much, but you should have made a longer demo  ;D

The demo did it's job then if it left you wanting more ;)

The game will cost between £5-£10, we haven't decided yet - it's not something we've really thought about.

Progress is still coming along nice. We'll post some more screenshots soon.
#186
Isn't this a simple case of turning off anti-alias before selecting and deleting the background to make it transparent?
#187
Thankyou :)

It's always nice to hear positive comments about the game.

Progress is coming along nicely at the moment.
#188
The horrendous fake beard just made me laugh WITH it, not AT it. EXCELLENT demo! I can't wait to see more of this!
#189
Quote from: Makeout Patrol on Fri 01/08/2008 19:56:29I would recommend that you add in NW, NE, SW, and SE walking animations for the main character in such a high-res game. And make text skippable, but you already said you were going to work on that.

Our artist is already working on those walk-cycles - they were intended to be a part of the walk-cycle from the beginning :)

Text IS now skippable but not in the demo.

They'll be another version of the demo in the next couple of weeks or so.
#190
Quote from: WHAM on Fri 01/08/2008 13:41:16
An idea: If your inventory has a flat single color background (which seems reasonable, as I'd like my inventory to be as clear as possible), why not make the inventory items background with the same color and without transparencies? If you have a cool picture or a gradient in the inventory background, then this might not work, but I think it might actually be what you're looking for.

But the mouse cursor would be a solid picture when an item is selected? I wouldn't like the look of that.

Quote from: MazoliinHave you set the height and width of the inventory items?

Yes, I've set them but it still doesn't work. It's really bugging me.
#191
New BEN JORDAN game.
#192
How about this one people:

2 x 5 = ?

I've been pondering on this for MONTHS.
#193
Perspective doesn't have to be 100% spot on. I think it looks pretty good!
#194
Quote from: KhrisMUC on Fri 01/08/2008 11:37:37
Quote from: DazJ on Fri 01/08/2008 11:17:28Is it something to do with ZOrder? I've put the Quit GUI to the back and to the front but it still doesn't work. All it does it brings it to the back or front of the gPanel.
Exactly. That's all ZOrder does.

Looking at the default on_key_press and testing it, as expected, I only get the Panel on pressing esc.

Are you using custom code somewhere? If that's the case, why didn't you post it?

Code: ags

function on_key_press(int keycode) {
  // The following is called before "if game is paused keycode=0", so
  // it'll happen even when the game is paused.
  
  if (keycode==27 && gRestartYN.Visible) {
    //Use ESC to cancel restart.
    gRestartYN.Visible = false; 
    QuitGUI.Visible=false;
    gIconbar.Visible = true;
    // If the panel's not ON, then the player must have gotten here by tapping F9,
    // therefore his cursor needs restoring. If the panel IS on, then it doesn't,
    // because it's already a pointer. Get used to thinking like this!!
    if (!gPanel.Visible) mouse.UseDefaultGraphic(); 
    return;
  }
  if (keycode==27 && gPanel.Visible) {
    // Use ESC to turn the panel off.
    gPanel.Visible = false; 
    QuitGUI.Visible=false;
    mouse.UseDefaultGraphic();
    gIconbar.Visible = true;
    return;
  }
  if (keycode==13) { 
    // ENTER, in this case merely confirms restart
    if (gRestartYN.Visible) RestartGame();
  }

  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses

  // FUNCTION KEYS AND SYSTEM SHORTCUTS
  if (keycode==27) {
    // ESC
    QuitGUI.Visible=false;
    gPanel.Visible = true;
    gIconbar.Visible = false;
    mouse.UseModeGraphic(eModePointer);
  }
  if (keycode==17)  gPanel.Visible=false; PlaySound(1); QuitGUI.Visible = true;   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) {
    // F9, asks the player to confirm restarting (so much better to always confirm first)
    gRestartYN.Visible = true;  
    gIconbar.Visible = false;
    mouse.UseModeGraphic(eModePointer);
  }
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  // GAME COMMAND SHORTCUTS
  if (keycode == 'W') mouse.Mode=eModeWalkto; //Notice this alternate way to indicate keycodes.
  if (keycode == 'L') mouse.Mode=eModeLookat; //Note that all we do here is set modes.
  if (keycode == 'U') mouse.Mode=eModeInteract; //If you want something else to happen, such as GUI buttons highlighting,
  if (keycode == 'T') mouse.Mode=eModeTalkto; //you'll need some more scripting done.
  if (keycode == 'I') mouse.Mode=eModeUseinv; //But this will, as-is, give you some standard keyboard shortcuts your players will very much appreciate.

  // For extra cursor modes, such as pick up, feel free to add as you will.
  // Uncomment the line below if you use the "Pick Up" mode.
  //if (keycode == 'P' || keycode == 'G') mouse.Mode=eModePickup; 

  // DEBUG FUNCTIONS
  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
  if (keycode==23 && game.debug_mode) player.PlaceOnWalkableArea(); //Ctrl-W, move to walkable area 
}
#195
All you need to do is drag the top half of the picture (from about halfway through the doors) up. Then fill in the missing pieces in the middle of the picture.
#196
When the player presses ESC he is greeted with the gPanel but also the Quit GUI. All I want is the gPanel to display, NOT the Quit GUI.

Is it something to do with ZOrder? I've put the Quit GUI to the back and to the front but it still doesn't work. All it does it brings it to the back or front of the gPanel.

Like I say, when the player presses ESC all I want is for the gPanel GUI to appear - NOT the QuitGUI.

Anybody any ideas how to fix this?
#197
And the wall's bricks on the left hand-side are not aligned correctly with the middle wall. Apart from that, I'm liking it!
#198
Critics' Lounge / Re: Space station - Exterior
Thu 31/07/2008 19:28:12
Quote from: DanielH on Thu 31/07/2008 16:45:36
Looks great to me. Except one thing.



Where's that shadow coming from, if it's underneath the only (major) light source in the scene? I'm not an expert in these things, but this shadow looks really out of place.

Hmmm I think it WOULD cast that shadow.
#199
It's turned off. My objects are now clickable but my inventory items are only clickible on the actual visible drawing, not the transparent areas.
#200
I've discovered that I have to click several times or in certain places on certain objects/inventory items before it'll activate.

For example, in my inventory GUI there is an axe. If I click the transparent area it doesn't select it. Same with the handle. If I click the actual axe-head though, it works...why is this? It's driving me crazy.

Is it something to do with the inventory icon's transparency?

If so how do I fix this?
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