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Messages - Digital Mosaic Games

#21
Hello there!

Our mystery adventure Metaphobia is almost finished! Graphics, Dialogs, SFX and Music are done and we only need the VOICE ACTING and some TESTING.
So if you are a interested in Tesing, if you are a Voice Actor/Actress or if you know some Voice actors please contact me (tolgaocek@yahoo.de)!

The Game will be freeware! So everybody who wants to help on this project will have to do that for free.

Here's the trailer:


#22
Hello everyone!

We are searching for somebody who can illustrate our game cover. The game will be freeware so there also won't
be wage for the illustration.
The Cover should be approximately in this style:
http://www.postudios.com/blog/wp-content/uploads/2014/10/GK_Group-Poster.png
https://images-na.ssl-images-amazon.com/images/I/91wPEwvzQQL._SL1500_.jpg
https://img00.deviantart.net/1b0a/i/2014/345/9/5/gabriel_knight_20th_anniversary__officialcoverart__by_chris_darril-d89h980.png

For more information about the game click this link:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=55280.0

Here is our game teaser: https://www.youtube.com/watch?v=vbqtl5GH6B0

And here are some screenshots as well:






Please contact me if you are interested in helping out: tolgaocek@yahoo.de
#23
Dear colleagues!

We are a 4-men team, working on a game called METAPHOBIA. The game concept and art is finished and we started to code.

The game is a mystery/crimi/thriller. Mood and storytelling is inspired by Gabriel Knight 1. To avoid spoilers, we will give you more informations in PM. The game will be a freeware, so please count with that.

We are looking for a Soundeffect-Artist to help us.


Here are a few pictures of our game.




Looking forward for your reply!

Contact me either via email tolgaocek@yahoo.de or in PM on AGS forum.
#24
AGS Games in Production / Metaphobia
Sat 19/08/2017 22:41:02
At the moment I'm working on a new Adventure-project. It'll be in the Mystery-Genre.
Backgrounds, Story, Puzzles, Cutscenes, Portraits, Characters and GUIs are already made.
I still need Animations, Soundeffects, dialogues, Voices and Music.
The game will be in english as well as in german.

Story:

During the Mayor elections the candidate Carl Elmstead(leader of the cosmopolitan party) gets murdered.
The police says it was a robber who killed him but his son Richard Elmstead does believe that the main aim was to get rid of
the politician(Carl Elmstead). Richards starts an investigation on his own what makes him more and more the victim of
an underground organisation. His investigation leads him to a lot of places and also to Iran.

Concept:
On one hand I wanted to use the concept of Gabriel Knight. I mean mixing historical facts and mythology or fantasy.
On the other hand I thought it would be nice to make a adventuregame adaption of "Shadow over Innsmouth" by Lovecraft.
Now I think I've found a way to combine these two things.
Maybe you know the conspiracy theory about the reptilians. Of course I don't believe in this stuff but I thought
this has the potential for a Horror or Mystery story.
In GK there are also Fantasy-Figures(vampires, werewolfes, Zombies(Voodoo)) which are presented very realisticly.
Now I want to do the same thing with reptilians.
It should be believable not corny. The reptilians are visually also very similar to the fishpeople in Shadow over Innsmouth.

Visually it's a mix of Gabriel Knight1 and Clocktower(SNES) as you can see here:
[imgzoom]https://orig00.deviantart.net/b75e/f/2017/264/7/d/intro6_by_ojaque-dbo3jpk.png[/imgzoom]
[imgzoom]https://orig05.deviantart.net/1579/f/2017/241/7/d/intro2_by_ojaque-dblproa.png[/imgzoom]
[imgzoom]https://orig15.deviantart.net/1885/f/2017/241/c/f/25_ruins_by_ojaque-dblprkq.png[/imgzoom]
[imgzoom]https://orig06.deviantart.net/3441/f/2017/241/b/c/21_iran_alley_by_ojaque-dblprkl.png[/imgzoom]
[imgzoom]https://orig13.deviantart.net/2471/f/2017/241/9/9/1_atelier_by_ojaque-dblprki.png[/imgzoom]
#25
We need a Musician for a Mystery-Thriller-Adventure.

Story:
During the Mayor elections the candidate Carl Elmstead(leader of the cosmopolitan party) gets murdered.
The police says it was a robber who killed him but his son Richard Elmstead does believe that the main aim was to get rid of
the politician(Carl Elmstead). Richards starts an investigation on his own which leads what makes him more and more the victim of
an underground organisation. His investigation leads him to a lot of places and also to Iran.

Visually it's a mix of Gabriel Knight1 and Clocktower(SNES) as you can see here:

Please send me an e-mail if you're interested!(tolgaocek@yahoo.de)
#26
Is it possible to select numbered slots in the load and save option?
I mean the player should be able to use the slots in any order. He can use the 3rd slot an then the 6th and then the 2nd and so on.
I mean like in Broken Sword1
http://i27.tinypic.com/4r6edk.jpg
#27
Is it possible to select numbered slots in the load and save option?
I mean the player should be able to use the slots in any order. He can use the 3rd slot an then the 6th and then the 2nd and so on.
I mean like in Broken Sword1
http://i27.tinypic.com/4r6edk.jpg
#28
Thank you very much and warm regards CrashPL!
#29
Hello,

Is it possible to change the language during the game in the option menu?
And if not is it possible to change the language in the installation setup of the game?
I want my game as an english and a german version.
#30
Recruitment / Programmer for Mystery-Adventure
Mon 01/05/2017 17:21:51
We need a german speaking programmer a Mystery-Thriller-Adventure which will be freeware.

Story:
During the Mayor elections the candidate Carl Elmstead(leader of the cosmopolitan party) gets murdered.
The police says it was a robber who killed him but his son Richard Elmstead does believe that the main aim was to get rid of
the politician(Carl Elmstead). Richards starts an investigation on his own which leads what makes him more and more the victim of
an underground organisation. His investigation leads him to a lot of places and also to Iran.

Visually it's a mix of Gabriel Knight1 and Clocktower(SNES) as you can see here:
   

Please send me a mail if you're interested!(tolgaocek@yahoo.de)
#31
For your consideration: John Sinclair- Voodoo in London

John Sinclair inspector at Scotland Yard and ghosthunter has to fight against an underground voodoo-cartel.

Screenshots:


Trailer: https://www.youtube.com/watch?v=15L13f7jEEg

Download: http://www.adventuregamestudio.co.uk/site/games/game/2014/
#32
Recruitment / Re: Offer Your Services!
Wed 24/02/2016 10:48:14
Hello there,

I'm an ARTIST and I do...

-backgrounds
-animations
-comics
-concept art

I worked on these projects:
http://www.adventuregamestudio.co.uk/site/games/game/2014/
http://www.adventuregamestudio.co.uk/site/games/game/1388/

I also have a deviantart- gallery:
http://ojaque.deviantart.com/gallery/

E-Mail: tolgaocek@yahoo.de

Please contact me. I would be happy to assist you!
#33
Hey Guys,

After my project John Sinclair- Voodoo in London:
http://www.adventuregamestudio.co.uk/site/games/game/2014/

I would like to start a new project. On the one hand I would like
to make a game in which I combine fiction with historical facts (like Gabriel Knight or the Ben Jordan series)
and on the other hand I wanted to make a horror adventure with the Fishmen as characters(like in "Shadow over Innsmouth").
Now I think there's a way to combine these two elements.
Some of you might know the conspiracy theory of the reptiloids.
In Gabriel Knight there are fictional or mythological characters(vampires, werwolfes, zombies(voodoo))
which become believable because the story is told so realistically(historical facts).
Now I want to do the same thing with reptiloids. The reptiloids also are as characters similar
to the fishmen or deep ones from "Shadow over Innsmouth".
I really would love to do this game.

I need some authors and puzzledesigners who can help me tell this story.
Please contact me if you are interested: tolgaocek@yahoo.de
#34
Recruitment / John Sinclair Translation
Tue 09/02/2016 13:41:26
Hello everyone,

I need a person who can translate my John Sinclair- Adventure
from german to english.
Here is my e-mail-adress: tolgaocek@yahoo.de
Here's the game and screenshots:
http://www.adventuregamestudio.co.uk/site/games/game/2014/
It would be so beautiful if more people could enjoy this game.
#35
Hey Guys,

Here's the complete game John Sinclair- Voodoo in London.
It took so long to finish this game but I'm proud that I finally made it.
Actually I wanted to do 4 chapters. This final game has only 1 1/2 chapters.
I couldn't go on because I lost my motivation for this project a long time ago.
Unfortunately there's only a german version of this game. Maybe I'll make an
english translated version.

Hope you like it!

Screenshots:


Trailer: https://www.youtube.com/watch?v=15L13f7jEEg

Download: http://www.adventuregamestudio.co.uk/site/games/game/2014/
#36
Advanced Technical Forum / Inventory Problem
Sun 20/12/2015 13:43:28
Hey guys,

It's been 3 years since I worked on my John Sinclair game. Now I want to finish it but I have a bug.
A Zombie-Dog wants to kill John and chases him. John has to jump over a fence and use his cross on the dog.
When he has defeated the zombie-dog in a mini-battle he climbs back over the fence again.

Now the bug: Suddenly when I try to open the inventory with a right click it it doesn't work. I click the right
mouse button again and again and the 10th time the inventory-window shows up.

Next problem: When I select an item the cursor-graphic becomes the graphic of the item. Now I close the
inventory window through clicking outside the inventory-window. Now I movie the item-cursor a bit and suddenly the
item-cursor becomes the normal cursor again.

I have no idea how to get rid of this bug because it's been such a long time since I scripted this. Here is
the script of the room. Maybe I can also sent you the game file if needed.

Code: ags

// room script file

 int x, y;
 int angle;

int GetDistanceFrom(this Character*, Character*c) {

  float dx = IntToFloat(c.x - this.x);
  float dy = IntToFloat(c.y - this.y);

  float dis = Maths.Sqrt(dx*dx + dy*dy);

  angle = FloatToInt(Maths.RadiansToDegrees(Maths.ArcTan2(dy, dx)), eRoundNearest);

  return FloatToInt(dis, eRoundNearest);
}

function Attack()
{
  stalked=true;
  stalking=false;
  if( (angle > 135) && (angle <= 315) ){
    cDog.ChangeRoom(1);
    cJohn.LockView(36);
    cJohn.ManualScaling=true;
    cJohn.Scaling=100;
    cJohn.Animate(104, 3, eOnce, eBlock);//enemy from DOWN
}
else if( (angle > 45) && (angle <= 135) ){
  cDog.ChangeRoom(1);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cJohn.Animate(105, 3, eOnce, eBlock);//enemy from RIGHT
}
else {
  cDog.ChangeRoom(1);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cJohn.Animate(106, 3, eOnce, eBlock);//enemy from UP
}
    lLoose.Text = "Ein wahrer H*llenhund des Satan! Gegen solch eine Bestie sollte man gewappnet sein.";
    mouse.Mode = eModePointer;
    gIconbar.Visible = false;
    PauseGame();
    gLoose.Centre();
    Death = true;
    Button6.NormalGraphic = 3683;
    gLoose.Visible = true;
}

function room_Load()
{
  Clips=true;
  cJohn.ManualScaling=false;
  cJohn.ChangeView(32);
  cJohn.SpeechView=33;
  cJohn.x=328; 
  cJohn.y=150; 
  cJohn.Solid=false;
  cDog.ManualScaling=true;
  cDog.Scaling=100;
  cDog.ChangeView(140);
  gIconbar.Visible=true;
  Verbcoin_Available=true;
  cDog.ChangeRoom(36, 339, 133);
  mouse.Mode=eModeWalkto;
  Inventory_Available=true;
}

function room_AfterFadeIn()
{
     if(trimartolod==false) {
     cJohn.Walk(237, 185, eBlock, eAnywhere);   
     cJohn.FaceLocation(cJohn.x-100, cJohn.y, eBlock);
     cDog.Walk(306, 163, eBlock, eAnywhere);     
     cJohn.LockView(36);
     cJohn.ManualScaling=true;
     cJohn.Scaling=61;
     cJohn.Animate(23, 3, eOnce, eBlock);
     cJohn.FaceLocation(cJohn.x+100, cJohn.y, eBlock);
     cJohn.ManualScaling=false;
     cJohn.UnlockView();
     cJohn.Think("&760 Uh-Oh!");
     stalking=true;
     trimartolod=true;
     hide=true;
     //AUTO-SAVE!!!_______________________________________________
       Overlay* Savy = Overlay.CreateGraphical(130, 116, 2453, false);
       Wait(120);
       DeleteSaveSlot(99);
       SaveGameSlot(99, "Autosave");
       Savy.Remove();
       //__________________________________________________________
       }
     else {
       cJohn.Walk(237, 185, eBlock, eAnywhere); 
     }
}

function room_RepExec()
{
    if(stalking==true) {
      cJohn.Solid=false;
     cDog.FollowCharacter(player, 0, 0);
     stalking=false;
    }
    if(player.GetDistanceFrom(cDog) <= 10 && gLoose.Visible==false && gLoad.Visible==false && stalked == false){
      gBattle.Visible = false;
      Lost=true;
      mouse.Mode=eModeWalkto;
      Verbcoin_Available=true;
      Inventory_Available=true;
      gIconbar.Visible=true;
      Attack();
      stalked=true;
    }
    if(hidden==true && combattle==true ){
      if(cDog.x < 253) {
      //John arm weg :O
      cDog.x=cDog.x+4;
      gBattle.Visible=false;
       oHand.Animate(10, 8, eRepeat, eNoBlock);
       cDog.Animate(11, 4, eOnce, eBlock);
       cDog.Animate(12, 4, eRepeat, eNoBlock);
       PauseGame();
       lLoose.Text = "Ein wahrer H*llenhund des Satan! Gegen solch eine Bestie sollte man gewappnet sein.";
    mouse.Mode = eModePointer;
    gIconbar.Visible = false;
    gLoose.Centre();
    Death = true;
    Button6.NormalGraphic = 3683;
    gLoose.Visible = true;
      hidden=false;}
      else
      if(cDog.x > 295) {
        Win=false; 
        Lost=false;
        GiveScore(1);
        cDog.StopMoving();
        gBattle.Visible=false;
        gIconbar.Visible=true;
        aHowling.Play();
        cDog.Animate(6, 4, eOnce, eBlock);
        oDog.Visible=true;
        cDog.ChangeRoom(0, 0, 0);//Nimmerland;)
        cDog.FollowCharacter(cJohn, 10000, 250);
        oHand.Animate(9, 4, eOnce, eBlock);
        oHand.Animate(7, 4, eOnce, eBlock);
        oHand.Visible=false;
        cJohn.x=241;
        cJohn.Animate(108, 3, eOnce, eBlock, eBackwards);
        cJohn.x=253;
        cJohn.y=150;
        cJohn.FaceLocation(cJohn.x-100, cJohn.y, eBlock);
        cJohn.Scaling=61;
        mouse.Mode=eModeWalkto;
        cJohn.Animate(23, 3, eOnce, eBlock);
        cJohn.ManualScaling=false;
        cJohn.UnlockView();
        hidden=false;
        cJohn.ManualScaling=false;
        Hund_tot=true;
        cJohn.Think("&759 Endlich ist diese tollw/tige Bestie vernichtet. Als w&re der normalsterbliche Sch&ferhund nicht schon bissig genug gewesen.");
        cJohn.Think("&761Hier geht es gar nicht mehr mit rechten Dingen zu und eines ist klar: Ohne das Kreuz w&re ich jetzt blutiger Brei!");
        Wait(20);
        cJohn.LockView(36);
        cJohn.ManualScaling=true;
        cJohn.Scaling=55;
        cJohn.Animate(47, 5, eOnce, eBlock);
        cJohn.FaceLocation(cJohn.x, cJohn.y+100, eBlock);
        cJohn.ManualScaling=false;
        cJohn.UnlockView();
        cJohn.Think("&762 Mich beschleicht das unheimliche Gef/hl das ganz in der N&he noch ein paar von der Sorte sind! Nur wo?");
        Verbcoin_Available=true;
        hide=false;
      }
    }
    


}
function hWindow_UseInv()
{
     if(player.ActiveInventory==iStone && Verbcoin_Available==true){
       if(Seen==true){
         GiveScore(1);
       cJohn.Walk(10, 182, eBlock, eWalkableAreas);
       cJohn.FaceLocation(cJohn.x+100, cJohn.y-100, eBlock);
       Wait(20);
       cJohn.Think("&765 Sesam *ffne dich!");
       cJohn.LockView(36);
       cJohn.ManualScaling=true;
       cJohn.Scaling=100;
       cJohn.Animate(113, 4, eOnce, eBlock);
       aGlassbreaks.Play();
       cJohn.ChangeRoom(37, 198, 317);
     }
     else {
       cJohn.FaceLocation(33, 138, eBlock);
       cJohn.Think("&835 Fenster benutze ich nur im schlimmsten Notfall als Eingang!"); 
     }
     }
     else {
       cJohn.FaceLocation(33, 138, eBlock);
       int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
     }
}

function hFence_Interact()
{
  if(lost==false) {
    GiveScore(1);
    hide=true;
  cJohn.Walk(253, 137, eBlock, eWalkableAreas);
  cJohn.Walk(241, 148, eBlock, eAnywhere);
  cJohn.FaceLocation(cJohn.x-100, cJohn.y, eBlock);
  cJohn.LockView(36);
  cJohn.ManualScaling=true;
  cJohn.Scaling=100;
  cJohn.Animate(108, 3, eOnce, eBlock);
  cJohn.Animate(109, 3, eOnce, eBlock);
  hidden=true;
  lost=true;
  cJohn.x=1000;
  Verbcoin_Available=false;
  }
  else if(lost==true) {
    cJohn.FaceLocation(234, 122, eBlock);
    cJohn.Think("&836 Da springe ich nicht nochmal r/ber");
  }
}

function region1_WalksOnto()
{
    if(hidden==true) {
      cDog.Walk(253, 143, eBlock, eAnywhere);
      cDog.FaceLocation(cDog.x-100, cDog.y, eBlock);
      cDog.StopMoving();
      cDog.LockView(139);
      cDog.Animate(4, 4, eRepeat, eNoBlock);
    }
}

function hClimber_Interact()
{
    cJohn.Walk(224, 160, eBlock, eWalkableAreas);
    cJohn.FaceLocation(cJohn.x-100, cJohn.y-100, eBlock);
    cJohn.LockView(36);
  cJohn.ManualScaling=true;
  cJohn.Scaling=100;
  cJohn.Animate(110, 3, eOnce, eBlock);
  cJohn.FaceLocation(cJohn.x-100, cJohn.y-100, eBlock);
  cJohn.ManualScaling=false;
  cJohn.UnlockView();
}

function hWindow_Look()
{
  if(Hund_tot==true) {
    cJohn.Walk(31, 182, eBlock, eWalkableAreas);
    cJohn.FaceLocation(cJohn.x+100, cJohn.y-100, eBlock);
    cJohn.LockView(36);
  cJohn.ManualScaling=true;
  cJohn.Scaling=100;
  cJohn.Animate(111, 4, eOnce, eBlock);
  cJohn.Think("&763 Oh mein Gott! Mac und seine Familie werden von Untoten angefallen!");
    cJohn.Think("&764 Muss handeln schnell!");
    //Cutscene(Zombies with Baby)etc.
    cJohn.Animate(111, 4, eOnce, eBlock, eBackwards);
    cJohn.FaceLocation(cJohn.x+100, cJohn.y-100, eBlock);
  cJohn.ManualScaling=false;
  cJohn.UnlockView();
  Seen=true;}
  else {
    int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
  }
}

function hWindow_Mode8()
{ 
    cJohn.FaceLocation(34, 138, eBlock);
    cJohn.Think("&848 Da ist au&en nirgends ein Griff!"); 

}

function hDoor_Mode8()
{
    cJohn.Walk(72, 165, eBlock, eWalkableAreas);
    cJohn.LockView(36);
    cJohn.Animate(2, 5, eOnce, eBlock);
    cJohn.FaceLocation(cJohn.x-100, cJohn.y);
    cJohn.Think("&766 Abgeschlossen!");
    cJohn.UnlockView();
    
}

function oDog_Look()
{
      cJohn.FaceLocation(oDog.X, oDog.Y, eBlock);
      cJohn.Think("&837 Um ein Haar h/tte diese Bestie mich zu Geisterj&gerkonfetti verarbeitet.");
}

function oDog_PickUp()
{
      cJohn.FaceLocation(oDog.X, oDog.Y, eBlock);
      cJohn.Think("&838 Wenn ich den anfasse, kriege ich warscheinlich Zombietollwut oder sowas.");
}

function oDog_Talk()
{
      cJohn.FaceLocation(oDog.X, oDog.Y, eBlock);
      int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
}

function hClimber_Look()
{
      cJohn.FaceLocation(216, 125, eBlock);
      cJohn.Think("&849 Kletterpflanzen. Ich frage mich ob man da hochkommt.");
}

function hClimber_PickUp()
{
      cJohn.FaceLocation(216, 125, eBlock);
      int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
}

function hDoor_Look()
{
      cJohn.FaceLocation(70, 145, eBlock);
      cJohn.Think("&315 Es ist eine T/r.");

}


function hDoor_PickUp()
{
       cJohn.FaceLocation(70, 145, eBlock);
       int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
}

function hWindow_Talk()
{
      cJohn.FaceLocation(33, 138, eBlock);
       int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
}


function hFence_Look()
{
    if(lost==false) {
  cJohn.FaceLocation(234, 122, eBlock);
    cJohn.Think("&850 Ein kleiner morscher Zaun.");
  }
  else if(lost==true) {
    cJohn.FaceLocation(234, 122, eBlock);
    cJohn.Think("&851 Das kleine morsche Ding hat mir das Leben gerettet.");
  }
}

function hFence_PickUp()
{
     cJohn.FaceLocation(234, 122, eBlock);
     int i;
    i = Random(9);
    if (i == 0) cJohn.Think("&53 N*."); 
    if (i == 1) cJohn.Think("&54 Oh nein.");
    if (i == 2) cJohn.Think("&55 Keine gute Idee.");
    if (i == 3) cJohn.Think("&56 Hmm...Ich glaube nicht.");
    if (i == 4) cJohn.Think("&57 Das geht nicht.");
    if (i == 5) cJohn.Think("&58 Das wird nicht funktionieren.");
    if (i == 6) cJohn.Think("&59 Hm...");
    if (i == 7) cJohn.Think("&60 Nein.");
    if (i == 8) cJohn.Think("&61 Lieber nicht.");
}

function hExit1_AnyClick()
{
  if(player.HasInventory(iStone)) {
          mouse.Mode=eModeWalkto;
        }
        else {
  if(Verbcoin_Available==true) {
    cJohn.Walk(320, 163, eBlock, eWalkableAreas);
    cJohn.Walk(327, 163, eBlock, eAnywhere);
    player.ChangeRoom(22, 316, 177);
  }
  }
}

function hExit1_MouseMove()
{
        if(player.HasInventory(iStone)) {
          mouse.Mode=eModeWalkto;
        }
        else {
          if(hide==false && Verbcoin_Available==true){
        mouse.Mode=eModeExitRigh;}
}
}

function hNix_MouseMove()
{ 
     if(hide==false && Verbcoin_Available==true) {
     mouse.Mode=eModeWalkto;}
}


Thanks for your help!
#37
It worked! Thank you very much!
#38
Hey,

I recently deleted some GUIs which I thought were useless. And now everytime my character thinks (not saying) something in the game, I get this error:
"GUI set as text window but is not actually a text window GUI."
Please help me. I don't want to have done all the work for nothing!

Thank you!
#39
Hey guys,

I'm an admirer of Darren Aronofskys early movies Pi and The Fountain. I've always been fascinatet by spiritual/philosophical themes like
the search for meaning of life or immortality. Aronofskys works deal with these subject in a quiet intense way. I was wondering if an
adventuregame could provide a similar spiritual experience. I'm searching for a good philosophical spiritual story plot for a long time now
but I think I'm stuck in a writers block. My question to you is: Have you got any ideas for such an aronofsky-like/philosophical story?
I would really appreciate your help.

The game would be in a style similar to my previous game:
https://www.youtube.com/watch?v=15L13f7jEEg

Thanks

Neon-Games
#40
I would like to have supernatural elements in the story. The gabriel knight series shows really well how supernatural entities like vampires or werwolfes get realistic through historical backgroundinformation. This would be great as well. The character should get more and more in danger while he solves the mystery. I would also like spiritual themes like in the fountain or pi where you ask yourself all these big philosophical questions.
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