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Messages - GarageGothic

#2141
General Discussion / Re: Indiana Jones
Sun 11/03/2007 14:20:04
Quote from: Andail on Sun 11/03/2007 08:49:25
It tells something about Lucas' ability to write dialogue when his movies are equally appreciated without voices.
Quote from: Redwall on Sun 11/03/2007 13:59:10I'd consider Indy to be more Spielberg than Lucas (although obviously both had much to do with it).

Interesting that both Raiders of the Lost Ark and Empire Strikes Back, arguably the best movies in the two series, were written mainly by Lawrence Kasdan, and that Lucas pretty much only wrote the stories for both trilogies. But of course he wrote the amazing ::) dialogue for the new Star Wars trilogy.
#2142
Completed Game Announcements / Re: _Access
Sun 11/03/2007 09:27:48
Quote from: Nostradamus on Sun 11/03/2007 06:59:20This looks like real funny and cool unique game, early candidate for AGS Awards 08 Non-Adventure Game of the Year (anyone developing something better, prove me wrong).

My thought exactly, especially if Akatosh takes the time to streamline the interface and make it more user friendly based on user feedback. (I for one would love a dropdown menu of known IP addresses rather than have to 1) write them down on a piece of paper and 2) type them in every time).

QuoteHowever since I see that people who have downloaded it have experienced nasty fatal bugs, I'm gonna be waiting for the fixed version and skip the betas. So the faster the better...

Well, unless people play the betas and report the bugs, how is Akatosh going to fix them? ;)
#2143
General Discussion / Re: Indiana Jones
Sun 11/03/2007 02:24:50
The audio settings should be changed in the DVD player setup menu, as BOYD said, not on the TV.
#2144
Completed Game Announcements / Re: _Access
Sat 10/03/2007 13:39:08
sthomannch, that's the error I mentioned about the missing dll file. Try downloading one of the older versions (like the one linked to in the games in production thread) and copy the ags_ccs103.dll file to the folder of the new version.
#2145
Completed Game Announcements / Re: _Access
Sat 10/03/2007 12:58:09
Thanks for fixing it. And congrats on finishing the game. But, um, the game crashed if the dll isn't in the game folder...

Edit: Also, on the WLAN/tracer screen I ended up getting this error message:

Quotein Room 12 script (line 13)

Error: MoveCharacterPath: move is too complex, cannot add any further paths

I'm guessing this has to do with adding too many waypoints for the tracer character. Probably letting the tracer "lose track" of your past movement when resetting the network would solve the problem.

Edit 2: Another bug related to the tracer (happened on the third tracer minigame) is that if it kicks you out while on the "starting field", you will not be able to log on again without being kicked off instantly.
#2146
Completed Game Announcements / Re: _Access
Sat 10/03/2007 12:32:03
Before starting, I'd like to know if the bug (I think) from the first beta where the leecher wasn't added to your inventory has been fixed?
#2147
Maybe that function could be added to the plugin?
#2148
If you liked Gabriel Knight: Sins of the Fathers, you might also like Angel Heart.
If you liked Gabriel Knight: The Beast Within, you might also like Interview with the Vampire.
If you liked Gabriel Knight: Blood of the Sacred, Blood of the Damned, you might also like The Da Vinci Code, or hate it.
If you liked Phantasmagoria, you might also like The Shining.
If you liked Phantasmagoria 2, you might also like Jacob's Ladder.
#2149
General Discussion / Re: Computer Problems
Tue 27/02/2007 21:06:55
It sounds like your video card is overheating, which makes sense if it happens more frequently on higher resolutions. Open the cabinet and check if the video card fan is running or not. If it is, perhaps there's just not enough air circulation inside the machine (cables and stuff can get in the way).

Edit: Sorry, didn't notice that you wrote "internal video card", which I take to mean an on-board card? In that case it probably doesn't have a fan. But overheating is still a large probability. Another cause, which is more related to the sleep mode freezing, could be that the power supply isn't big enough to power everything.

Edit 2: I hate to say it, but I should probably add that with a machine this old, you'd probably be better off getting a new one than pay to have it repaired, if it's something you can't fix yourself.
#2150
Be aware that running directly off discs doesn't work as well anymore as it used to back in the mid-nineties. Today's drives are much faster in reading - BUT, for that reason they also take longer to "spin up" (accellerate from standstill to reading speed). If your game frequently reads data off disc (such as in FMV games), this could make the game feel rather choppy and a full install would be preferable. If it's only a once-in-a-while thing (a cutscene every five minutes), it shouldn't be a problem.
#2151
Non-state-saving rooms are a mess if used for normal locations (not cutscenes, menus or other special uses for which they might be excellent). So yeah, you're stuck with rooms 1-299. Of course you can still group them, but make a realistic estimate of how many rooms each section will have and then for example let section 1 be 0-19, section 2 20-40 and so on. With all the other arbitrary numbers in AGS (sound effects, dialogs, global ints) you should already be keeping track of things in an external text document for easier organization.
#2152
I'm not sure it's even possible to run an AGS game from a non-writable media. You can use Game.SetSaveGameDirectory("$MYDOCS$/Name of your savegame folder") in your game script to allow the game to save to the harddrive instead of trying to write to the DVD. However, the game setup still needs to be able to write to the .cfg file if you change any settings, and I *think* that has to be placed in the same dir as the .exe file.
#2153
You can download AGI Studio and use that to rip the sprites.
#2154
You want to lock the characters walking direction too? That certainly is possible but it sounds like a pain - imagining having to walk in zig-zag left and right instead of walking directly upwards. The problem isn't catching the mouse-click and having the player move in a straight diagonal more-or-less towards the direction of the cursor, but it's a bit complicated if you want the pathfinding to work at the same time. I'm thinking of workaround, but nothing really efficient springs to mind except writing your own pathfinding code.

Do you want the character only to be able to move in straight 45 degree diagonals (as if moving along a chess board), or are "sort of" diagonals also ok?
#2155
I never understood if the Yahtzee commentaries were audio like the Adventures of Fatman and Dave Gilbert commentaries or just text? If they ARE indeed audio commentaries, how big are the SE files?
#2156
I can think of several ways to do it. They all require scripting, and they'll all have some problems with walkable areas. I'm not sure if you're familiar enough with AGS script to use the following for anything, but maybe it'll help someone else:

By far the easiest would be to create two Views for the character. They will use the same sprites, so it doesn't mean creating more content or a bigger file size. The idea is that we "remove" directions up, left, down and right by putting diagonal walking sprites in their loops.
For example, both loop 1 (left) and 3 (up) will share the up-left diagonal sprite. But, now we get a problem, what if the character is walking upwards but more to the right? This is why we need a second View for the same character. Here you give the cardinal directions the sprites possible sprites which they DIDN'T have in the first View. So in this case, the second View would have down-left diagonal sprite for loop 1 (left) and up-right diagonal sprite for loop 3 (up).

Then, in the repeatedly_execute() function, you could do something like this (first declare ints oldx and oldy in the top of the Global Script):

Code: ags

if (player.Moving == true) {
   if ((player.x > old.x) && (player.y <= old.y)) { //he's moving to the right and upwards
      player.ChangeView(2); //if the two different Views we mentioned before are 1 and 2, this would be 2
      }
   else if ((player.x < old.x) && (player.y <= old.y)) { //he's moving left and upwards
      player.ChangeView(1);
      }
   //add more cases here (down left, down right) according to the Views you made.
  }
oldx = player.x; //store player's current position to see which direction he is moving
oldy = player.y;
#2157
General Discussion / Re: Pinball (real and PC)
Sun 25/02/2007 16:33:08
The Digital Illusions pinball games are awesome as Tuomas points out. Pinball Dreams and Pinball Fantasies in particular. Maybe it's just my imagination, but I always had the feeling that the physics were slightly different - and better - in the Amiga version, so you might want to try it in an emulator.
#2158
General Discussion / Re: AGS
Sun 25/02/2007 12:08:25
These guys even have their own AGS Awards:


#2159
Let's look at the Gen forum rules:
QuotePost in a mature manner. Remember, the minimum age here is 16 - if you're unable to act that age, don't post.

Now, why don't we check out Nefarious' profile:
QuoteAge:     12

Well, at least somebody is acting their age.
#2160
Don't open it directly in Firefox, save the file to your harddrive and open it from there.
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