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Messages - Dusty D.

#21
Again a new version is uploaded. Main update: the rat has now a voice. In addition, as usually, we added some suggestions from the test players. Complete size of download file now: ca. 47MB (we'll split the speech pack with one of the next updates).
#22
Next version of The Long Trip is just uploading. We now added our own GUIs and corrected 7 mistakes, one of them "critical".
#23
AGS Games in Production / Weekly update
Sun 24/04/2005 22:58:28
This week's update mainly brings 10 new sound effects and corrects some spelling mistakes (german umlaute) as well as the perspective views of the characters in the first room.
#24
In the latest version it's (finally!) possible to catch the pig... for those, who waited for it (and I know, there are some *g*)
#25
The Long Trip project homepage is now opened:

http://www.solidland.nl
#26
Also this weekend was used for continuing the Long Trip. These are the results:

1) one new location embedded (the last one! *strike*)
2) you can talk to the devil and get to know, how to enter that new room (s. above)
3) the gesticulating person, that appeared in the last update inside the Tepee now covers a puzzle. If you solve it, you get an item for later use.
4) german Umlaute (ä ö ü etc.) implemented
#27
I had the same problem, when I started with AGS, so once again step-by-step:

1) Load the room
2) Go to the "settings" tab
3) Click the "i" icon above the graphics (lefthand to the {} roomscript icon)
4) Enter your code in the "Player enters screen (before fade in) section
#28
Quote from: Ashen on Sat 02/04/2005 20:23:12
You could create a 'dummy' character (or use an NPC if you'd rather), copy EGO's inventory to them before clearing the inventory, then restore from it when you want.

Haha! Sure!! Thank you... as always, there is an easy solution - I like this enginge!
#29
I'd like to create a scene, where the player's character loses all items it carries. After leaving the scene, the items, it was carrying before, should go back into the inventory.

I can easily make a loop, that loses everything, like

i=0;
while (i<NoOfItems) {
  LoseInventory(i);
}

Also, I can use character[CHARID].inv
  • to find out, whether the character is carrying an item or not, but do I really have to "reserve" as many globalInts, as the maximum possible no. of items is or is there a possibility to create a data field in AGS scripting?
#30
AGS Games in Production / Some game statistics
Sat 02/04/2005 00:46:06
A few days ago a new version (0.6.009) was set online. That version counts...

*43 locations (26 of them with interaction)
*377 sprites
*45 animations
*28 items
*9 characters
*1086 lines of code

Major changes:
+In holland: graphics of the traffic included
+final graphics of the labyrinth implemented
+the same for the two Aqualand locations
+3 new items
+2 new locations added after labyrinth
+converted to 24bit color depth (not all scenes yet, but most)
#31
AGS Games in Production / Updated Version
Sun 20/03/2005 22:51:16
Some major changes made a new update necessary. In detail:

1) The "bus scene" was optimized and runs now much faster.
2) The aquarium room now has its final look & feel.
3) Graphics for re-dressed Bobey added.
4) Walkable areas/walkbehinds redrawed in first room (was a wish of many test players)
5) The door from the street back to the jail is now "used" (like all other doors)
6) While filling the chain saw you now get an information, if you miss to hit
7) Some bug fixes, some gimmecks added.

Download the file from the link above (20.7MB) - german version only.
#32
Major Changes:

* One new item, another's functionality extended
* now compiled with AGS 2.62
* one new room with one new puzzle

Over all now 42 rooms. German version only. Click the link at the bottom of
http://www.solidland.nl
#33
Thanks a lot! I admit, the walkable areas in the first locations are not very exact, I'll fix this. As Bobey has very big feet, it sometimes looks like he walks into a wall or so. The cell was our very first try with AGS, but please believe me, it's getting better with every new location you enterÃ,  :)

It is VERY kind, that you like to test play and help translating and we joyfully take your offer (I'll PM you immediately).

Concerning the finishig, I can't promise anything... We're working on the game for more than one year now. Especially the graphics take a lot of time and there is still such a lot to do (the GUI, the cursors, the speech pack(s), etc.) But we want to take part at the yearly contest - and this should happen in 2005!Ã,  :)
#34
Quote from: Geoffkhan on Sun 27/02/2005 06:22:35
Hey, wait a second!

Bobey Marl.... Take the 'ey' off the end of 'Bobey' and put it on the end of 'Marl.'

Bingo!  :D
#35
Quote from: splat44 on Sat 26/02/2005 12:05:15
Consider in having that game in english.

AGS does allow multiple language files in case you are wondering.

Yes, thank you for that information. Well, we know this, but we're about to produce a quite complex game and we'll plan to translate it into other languages with the help of others (still to find). But first of all, at least Part I (this one) should be finished before we start new complex things :-) Also, there is a speech pack to be implemented. Still a lot of work!
#36
Quote from: Krazy on Fri 25/02/2005 12:17:56
Nice use of perspective in that first one with the elevator.

I'll give this compliment to Max, who created this wonderful pic in a situation of high inspirance  :D In fact, it's one of my favorite screens, too!
#37
I just want to give you minds out there a short notification that we 're still busily (?!) working and that a new version is downloadable at

http://www.solidland.nl (click the link at the bottom of the page - german version only)

Right now there are 41 locations (over all) playable. The latest improvements are a dialoque with the fish and a labyrinth in the hell. For all, who don't speak german, here at least some new screenshots:





#38
Quote from: largopredator on Tue 18/01/2005 17:31:47
That guard in the first screen looks like he was modeled after the bodyguard of Conroy Bumpus from S&M:HTR. Pretty good.

Well, it surely IS the bodyguard :)

Quote
The perspective is a bit off though, you should experiment with that a little. In the room from the first screenshot you could try to make the forward scaling factor a bit bigger. The guard is as big as the guy in the cell, while clearly that guy is further away. Second screen is good, but the character in the 3rd screen seems a bit too small aswell.

Yes, you're surely right and especially the first room (in the shots as in the game) is a problem. This is our first try with AGS (formerly we used our own BASIC engine :) ), and
the very first room was the very first try... (I've got no idea, what I coded there, in addition... but somehow it works!)

Quote
The backgrounds are really nice though, I like that sketchy style. Makes it harder to properly define walk-behinds though. And that dog is cool. :)

Thank you very much! I love the comic style, too (although the opinions differ through the threats). The walk behinds are a problem, but we use digitizer tablets, and it works...
We first tried to imitate old Lucas style, but "KidCrazy" (3rd screenshot) and "Max" (1st & 2nd) have found their own style now, I think...

The Dog (unfortunately it has no name - in opposite to a peace of bread, that has one...) is really cool (from our animator "Oetzi") - yes, it surely is animated in the real game. It can walk and has another VERY special ability which has to be found out :)
Quote
#39
AGS Games in Production / New version online
Mon 17/01/2005 00:37:42
New room added;
some bugs fixed;
changed the use of the chainsaw a little bit;
animated walk cursor runs now in all rooms;
you can now have a look into the righthand shop in the netherlands;
find out what else :)
#40
Quote from: mätzyboy on Thu 09/12/2004 20:06:20
Looks to me like Laverne from DOTT might have been used for reference... Looking good!

It IS "stolen" from DOTT and is still "under construction". You can have a first brief look of the final version of the main character on the http://www.solidland.nl homepage.
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