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Messages - Duckbutcher

#101
I don't think there were enough puzzles in the first demo, so I beefed them up a bit. And you now have to rescue Sarah from the cell yourself. Follow the story, Mark! It's different from the original demo!
#102
Quote from: Michael_TSM on Sun 08/04/2007 06:18:24
The Doctor still moves around alot when he speaks...

I'm not sure what you mean by this...

Quote from: Michael_TSM on Sun 08/04/2007 06:18:24In the first scene where you land in France, the Doctor can walk through the door to the chateua without opening it, it doesn't go to the next screen he just disappears through the door till you get him to walk back out, looks silly.

Yes, I'd forgotten about that one. This scene was made when I was still learning AGS (in fact it was my first room!) so one or two strange things are possible here. A similar thing will happen if the player tries to click on the flag. I'll get it sorted.

Quote from: Michael_TSM on Sun 08/04/2007 06:18:24Also with the stairs (just across from the main door to the chateua) you can get the Doctor to walk up them without t changing screens which is also annoying.

But if you click on the hotspot, you have no trouble going to the next screen, right?

Quote from: Michael_TSM on Sun 08/04/2007 06:18:24The Doctor doesn't seem to have a crawling animation which would make the vent scene look better.

He does have a crawling animation, it's just not very good! Once again, it'll be sorted in the final version.

Quote from: Michael_TSM on Sun 08/04/2007 06:18:24And the game crashed when I went into the attic (after Sarah and Piere had entered), I clicked to walk out (while the Doctor was standing near the door), he dissapeared and reappeared on the other side of the room and began walking towards the door, then he got to the door and the game crashed.

Yipes. I have no idea why that would happen. I've just fired up the game and am trying to get it to crash like that, but nothing as yet. Has anyone else had this problem? What exactly were the circumstances leading up to it?

Quote from: Michael_TSM on Sun 08/04/2007 06:18:24But apart from that, its fabulous.

Cheers for that. Anyone want to tell me what I'm doing right? ;)


#103
Quote from: splat44 on Sun 08/04/2007 00:35:32
I am playing part 2 and found the following strange things:

1) While entering in big chief office I am being talked to but the chief isn't in.
2) While going through the doorway with chief in hallway, I cannot go through except through stairs.

While being in main lobby, entering the door right next to chief same thing is happenning as specifief in (2)

3) While looking as same thing inside of ship as I did in part 1, the following script error shows up:

in global script (line 353)
from Global script (line 789)

Error: MoveCharacter: character not in current room

Regards

Well, this doesn't make much sense to me, sorry! Do you mean you were somehow able to get into the Dalek ship in part Two? Becaause this should be impossible. If anyone else can do this please let me know and I'll get it fixed. I just can't tell how this is possible.

Quote from: thewalrus on Sun 08/04/2007 02:09:37
     I'm sorry if this has been asked or said already, but is this a combination of the first two demos or are they each seperate?  :-\

It's the first demo - modified -with the second part too.

Edit by Darth - combined several of your posts, please stop double posting!
#104
Quote from: celticdancer on Sat 07/04/2007 02:40:09
Looks good so far, but I'm stuck...
Spoiler
how do I get out of the room with the pencil and paper? In the previous demo the pencil would fit in the keyhole. Now the Doctor says it's too thick. So thin it out or find something else? Either way I can't figure it out.
[close]
Thanks.

Everything you need is in the cell. Just look around interact with stuff. You'll figure it out!

Quote from: Guybrush01 on Sat 07/04/2007 07:12:08
hello I'm new here at this forum and I'm stuck at demo part 2 in the station how tot get past the laser gun  or get in airlock????

Ah, I thought that one might fox a few people.

Have you talked to Sarah? Had a look around the TARDIS for any useful items? I can't really give any hints more than what the game gives you regarding this puzzle or I'd give it away...
#105
Well the new demo's here, at last. Here's a link -

<a href="http://files.filefront.com/7156636" title="Doctor_Who_Demo_2.zip">Doctor_Who_Demo_2.zip</a>

There's alaso a big update in the
first post. Please give it a go!

ISSUES I AM AWARE OF:

1.One of the supporting characters later in the game doesn't have a walkcycle and
just shuffles off stage right. I'm on it.

2.The backgrounds early in the game are a bit inconsistent - I'm in the process of
re-drawing a lot of my first attempts at background drawing (some of which are about a year old now!), this is an ongoing thing, so the art will be more consistent in
the finished version.

3.A couple of dialogues are little more than placeholders and will be more elaborate
in the finished version - I'm thinking specifically of the Chef and the Kid in the Pub.

4.I'm not really happy with the library computer. Suggestions welcome.

5.I will add a reprise and a version of the title sequence to the start of episode 2 -
but I'm planning on re-doing the title sequence from scratch so thought I'd leave it
out for now.
#106
Quote from: markbilly on Sat 31/03/2007 21:58:18
I much preferred Torchwood to be honest (for modern sci-fi), because of the more adult themes. And the fact it has a reason to be grounded on earth. It actually made you think too.

Sorry...I hate Torchwood with a passion, but won't get into a rant about it's so called adult themes and down to Earth grittiness. As if it has any. The only thing I'll say is you accuse the new series of silliness...and yet you like Torchwood?  ???

The only thing it made me think was "How the hell did this get made?"  ;D

Thanks for the compliments re the game by the way...
#107
Hi guys....

The new demo is ALMOST done...my estimate of an end of March release date has been infiltrated by a house move and a couple of birthdays. So it's going to be probably another week before I can deliver the goods.

The demo is technically complete - at the moment I'm playtesting and scoring the game. When this is sorted I'll post the new demo and do a complete re-vamp of the opening thread with a new set of screens, description etc...

Stay tuned!
#108
Cracked it. thanks a lot for your help!

#109
Has this been pulled? The link doesn't work...
#110
Quote from: Ashen on Thu 22/03/2007 00:10:08
Another variable could be added, so the repeatedly_execute code is only executed (repeatedly) when you want it to be. Since the 'Disable Idle View' interaction sets the Character's Idle view to -1, you could check against that:
Code: ags

Ã,  if (cGryson.IdleView != -1) {
Ã,  Ã,  if (cGryson.Moving == true) GryWait = 10;
Ã,  Ã,  else {
Ã,  Ã,  Ã,  if (GryWait > 0) GryWait --;
Ã,  Ã,  Ã,  else {
Ã,  Ã,  Ã,  Ã,  if (cGryson.x == 228) cGryson.Walk(139,114);
Ã,  Ã,  Ã,  Ã,  else cGryson.Walk(228, 117);
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
 }


However, there's nothing in that code that would cause the animation to run - it gives the Idle animation a chance to run if it should, but if it's been disabled it shouldn't however long he stands around.

If the extra check doesn't work:
How and where are you disabling the Idle view? (Show the code and/or Interaction Editor commands used.) Oh, and is the conversation a Dialog, or Character.Say commands? (Not sure if that'd make a difference, but it might...)


Ashen - I can't get that to work, it doesn't throw up any errors or anything, it just does the same thing.
The conversation is a dialogue and I'm using the interaction editor "disable idle view" command immediately before the dialogue is called, if that helps.

Sparky, where exactly does the bool GryTalking = 0; go?  Presumably the two GryTalking = commands would go either side of the dialogue being called.

Apologies if my questions seem obvious, I'm just getting to grips with scripting and hope to be proficient at it some day...thanks for your help guys.
#111
Sorry, I'm back again! I can't stop him "idling" inbetween lines of conersation. I've tried "Disable Idle Animation" function but it doesn't seem to work. I assume it's because of the code being in the "Repeatedly Execute" function, so the code is repeatedly being called, even after it has been disabled. While this isn't a major problem, it does look a bit messy as the animation makes it looks as if my character is noting down everything the other character says in his jotter!

Any ideas?
#112
Quote from: Adamski on Wed 21/03/2007 14:48:37
Quote from: Duckbutcher on Wed 21/03/2007 14:26:00
Quote from: Adamski on Wed 21/03/2007 11:30:59
There have been two high profile Monkey Island fan games, one of which had excellent hand-drawn animation and colourful background art with one of the best soundtracks ever produced. The other was a bit of a boring mess of rendered art and uninspired writing.

Any links? Or were they slappped with a "Cease and Desist"?

http://www.mobygames.com/game/windows/curse-of-monkey-island
http://www.mobygames.com/game/windows/escape-from-monkey-island

Ho ho ho.

Ha! You got me...but I like CMI....
#113
Quote from: Adamski on Wed 21/03/2007 11:30:59
There have been two high profile Monkey Island fan games, one of which had excellent hand-drawn animation and colourful background art with one of the best soundtracks ever produced. The other was a bit of a boring mess of rendered art and uninspired writing.

Any links? Or were they slappped with a "Cease and Desist"?
#114
Quote from: Chicky.Period. on Mon 19/03/2007 18:50:10
this game is looking to be quite good, and very true to the series it seems!

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25233.0

Chicky, that looks amazing. I'm really looking forward to playing that and pretending it came out in 1988 on the C64. Any idea when it'll see light of day?
#115
Quote from: Becky on Mon 19/03/2007 17:43:29
Maybe people actually want to make their self-invisioned personal games?

Well, obviously, but that wasn't the question...I'm not saying that there SHOULD be, I'm just surprised that there aren't. I'm just a huge MI fan and wondered if anyone had produced a worthy fangame, that's all.

#116
Since joining this lovely little community last year, I've been surprised at the lack of Monkey Island fangames. I'd have thought that there would be hundreds. There are a fair few indiana Jones games, a remake of Maniac Mansion and a sequel to Zak McCracken, so I did think it a bit odd that no one had tackled the Lucasarts biggy. Is it a legal thing? I have turned up one or two little ones but  they weren't that good. There's one in the Development section in the style of CMI that looks good, but the rest is silence.

Any ideas?
#117
Scrach that, it looks like it's sorted now. It was just me being a dope and not putting the int in the right place. Thanks a lot for your help!
#118
Thanks for the info. I can't get the idle code to work though, it says "Grywait" is undefined.

Just to clarify, this is what my room script now looks like.

// room script file
int GryWait = 10;Ã, 
}

#sectionstart room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
Ã,  // script for Room: Player enters room (before fadein)
cGryson.SetIdleView(94,0);
Ã, 
}Ã, 

#sectionend room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
Ã,  // script for Room: Repeatedly execute
if (character[GRYSON].walking == 0) {
Ã,  MoveCharacter (GRYSON, 228, 117);
Ã,  MoveCharacterPath (GRYSON, 139, 114);
Ã,  MoveCharacterPath (GRYSON, 228, 117);
if (cGryson.Moving == true) GryWait = 10;
else {
Ã,  if (GryWait > 0) GryWait --;
Ã,  else {
Ã,  Ã,  if(cGryson.x == 228) cGryson.Walk(139,114);
Ã,  Ã,  else cGryson.Walk(228, 117);
Ã,  }
}

Ã, 
}
#sectionend room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE

Any ideas?

And thanks, the 'wandering' code now works fine.
#119
I've been trying to have a character wander from one point to another, scribble something on a notepad (idle view) and then wander back and do the same thing.

So far, I've tried:

if (character[GRYSON].walking != 1) {
  MoveCharacter (GRYSON, 228, 117);
  MoveCharacterPath (GRYSON, 139, 114);
  MoveCharacterPath (GRYSON, 228, 117);

Which makes the character move back and forth. However, I'm having trouble a) getting this to run indefinitely (if I put it in 'repeatedly_execute' he just moonwalks on the spot, I put it in 'player enters room' and he stops once the script is done) and b) getting him to stop and go idle between movements. I've tried using:

character[GRYSON].SetIdleView(94, 1);

But the game ignores it. Can anyone help? I admit I might be barking up the wrong tree here, I'm still new to scripting so might be missing something basic.
#120
Quote from: timmymack on Wed 14/03/2007 10:52:51
;D

THIS GAME IS SOOOO GOOD,

HOW DO YOU GET A GUN? I WANT A COMMAND TO SHOOT ANNOYING PEOPLE, IS THERE A CHEAT CODE OUT YET? HOW DO YOU LEVEL UP? CAN I CHANGE THE NAME OF THE MAIN CHARACTER TO TIMMY WHO .

I HEARD THAT THE GUY WHO MAKES THIS SITS IN HIS BASEMENT WITH A LATOP IN ONE HAND DOING TEXTURES AND FINAL FANTASY 12 ON THE CONSOLE. I ALSO HEARD HE HAS A HAT.Ã, 

BUT REALLY . I CANT GET FIRST PERSON VIEW AND THE GRAPHICS ARE SET TO VGA.

DO YOU GET A DUNE BUGGY LATER AND DRIVE ROUND QUARRYS.

I COULDNT FIND ANY MED -KITS I PRESUME I DONT NEED THESE YET?>?!!


LOLLLIIZZZORORDSPOPS

This person is called Tim. I know him in the real world. He probably thinks this was funny or something. Don't be too quick to judge him, they only let him out one day a month.
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