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Messages - FamousAdventurer77

#61
Yes, icing is the best part of the cake really!
#62
Excellent. Just tweaking the easter egg execution, but otherwise got it. Thanks!

I think the reason why it's not found easily is because it's odd to word..."multiple clicks" was the best description I could come up with.
#63
How does one script for multiple clicks on a hotspot/object?

I mean this as in I want to implement an easter egg where you have to attempt interacting with a hotspot a few times (I'm thinking 4 or 5 times.) The first time you get a simple hint to click further, then "Are you sure?", followed by "OK, you asked for it!", the easter egg ensues, then every time after that you just get the same generic Display message whenever trying to interact with the hotspot.
#64
I'll be keeping this in mind for future reference...should that hallowed day I (somewhat) give up accounting ever come...
#65
I think my favorite bit

Spoiler
Any of the interactions with the Arnie poster. Kept right up to date!
[close]

Damn that pushed the envelope even more than the first Crackwell game! Great job!
#66
Oh man this oughta be good! The graphics look seriously improved over the first Crackwell game!
#67
Parodies are allowed under fair use laws, and even if you just did a cover, so long as you're not distributing it for profit you're in the clear.
#68
Looks really impressive so far-- I'm really digging the combination of Ren'Py and AGS looks and feels in the same game (and the historically accurate convos too. ;) ) Can't wait to see more! Great musical number in the vid too.
#69
Critics' Lounge / Re: Tips on water fountain
Sat 04/06/2011 19:37:43
I like the second one, though the first might be easier to draw and animate.
#70
Critics' Lounge / Re: Tips on water fountain
Sat 04/06/2011 18:23:37
The water jets need more...body to them. Like there should be a slightly darker fall behind them, with the jets in front lighter but they're bigger.
#71
Last edit looks amazing! The dragon's got a pretty diverse portfolio now :)

I agree with ProgZMax on not being afraid to use color (unless the idea is to work with a limited palette per room or for the whole game, which can look cool if executed well.)
#72
Quote from: dbuske on Fri 03/06/2011 22:05:16
When learning it is possible to mess up anything, no matter how simple.

Agreed. And that is indeed how we learn.
#73
I think it also depends on what type of drawing one is best at? I definitely can't draw buildings to save my life without the help of a rectangle tool like in Paint and Photoshop, I'm best at drawing structures with rounder edges. Some folks also can't draw people, but can draw other life forms much better.

I think filtered photographs are fine for freeware games where you have a small/no development team (ditto right here! Though I'd rather attempt most of it myself then save filtering for areas and objects where I'd need it.) but commercial games where you're trying to stay consistent with a particular style...nope.
#74
Don't worry, I'm a thorough tester-- not someone just psyched to play a game prior to its release. Being a gaming dork of 22+ years and a detail-oriented accountant makes for good beta skills.
#75
Critics' Lounge / Re: walk on the giant tree
Wed 01/06/2011 01:42:22
All the stuff about scaling aside, I like the style-- very old school and pixellated how I like it. Makes me think of a 1993 game! (Coming from me, that is very good.)

But it could use some shading/contrast here and there. I'm not sure what the picture is though-- a path within a tree? Tree root maze?
#76
The culprit was a walk-behind, code works after I fixed it and plugged it back in.

Yep I could use a scripting lesson or two since I haven't done it in years, the video tutorials are pretty much the best I got right now since I tend to learn the best from being shown the basics by an actual person then figuring out the rest on my own (opposed to strictly out of a book.)

Calin- great link! Looks like the perfect thing for me to read up on.
#77
Looks great! I like that it has a Ren'Py look and feel but is made with AGS.

I like the clue-linking idea too, sort of reminds me of Eagle Eye Mysteries and the note-combining feature in the Blackwell games.
#78
Looks cool, and I LOVE mystery games-- though not what the casual gaming market deems to be mysteries these days...

Judging by the first screenshot it looks like a game made with Ren'Py. (Which is cool in my book, I like visual novels.)
#79
I'm getting really confused now: I deleted that bit of code and replaced it with the old one (not the one I first posted, just a simple one-line Display message) and made sure that oFruit was initially visible in the Room's objects panel.

It still isn't when I run the test game. What went wrong...?  ???

Code: ags
if (oFruit.Visible = true) Display("There is no need to climb the tree.");
  I got a parse error when I tried this line.
#80
Er, problem...using this

Code: ags

function hFruitTree_Interact() {
if (oFruit.Visible == true) Display ("There is no need to climb the tree.");
else {
Display("There is no need to climb the tree. Besides, there isn't any more ripe fruit to pick anyway."); }
}


turns the object invisible even though I set it to visible initially.
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