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Messages - GarageGothic

#2281
As for the first, what name did you use for the BackgroundSpeech overlay? I'm wondering if there could be a conflict with the overlay created by Say. Also, do you have any other overlays so there's a chance that you're over the limit?

As for the second problem, did you rename the file to music39.ogg when moving it to the music folder?
#2282
Not a criticism of FoY, but I find it very puzzling how a fan-made sequel which does its utmost to replicate the visuals, interface and gameplay style of a 14 year old game ever ended up at the "Innovation in Games" awards?
#2284
General Discussion / Re: Monkey Island 4
Wed 11/10/2006 10:21:47
Two words: Monkey Kombat (and the first person to say "but hey, it wasn't that different from insult swordfighting" will be wearing my sword like a shish kebab)
#2285
In addition, sprite compression was introduced a while ago. I guess that could also affect the loading time somewhat.
#2286
No, unfortunately it's not possible to show avi videos and in-game graphics (backgrounds, overlays, GUIs) at the same time. A similar suggestion is already in the tracker (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=411) so eventually it may be implemented - the tracker suggestion is about FLC animations though, and I'm not sure it would even be possible to do with AVIs due to the ways the different codecs work.
#2287
Critics' Lounge / Re: horny little alien.
Sat 07/10/2006 14:51:00
Quote from: OuchMyTentacle79 on Sat 07/10/2006 02:58:18he then locks the little guy in his bedroom which then he must escape before,heh,well...

Alien Rape Escape 2: The Reversal
#2288
If you actually read the wiki that you link to, you would find this:

QuoteRegarding pronunciation Joanna Kavenna writes that the name has been pronounced most frequently as Thoolay rather than Thool. "Poets rhymed Thule with newly, truly and unruly, but never, it seemed, with drool."
#2289
Telltale have put an embargo on reviews until the 17th, so I might get in trouble if I say too much.
But personally I'm very happy that I got the chance to test it (and this is coming from someone who have been disappointed by pretty much every adventure released the last five years).
#2290
No, I'm talking about Sam & Max, I had the honor of reviewing it for a couple of magazines and a newspaper. Sorry for giving you false hopes :)
#2291
Quote from: i k a r i on Mon 11/09/2006 02:40:32What I hate about these incoming S&M title is the fact that every chapter last only from 40minutes to 1hour of gameplay  >:(

I spent about 2½ hour on the first chapter. True, you can zip through it if you want, but half the fun is going down all the wrong twists and turns of the dialog trees and interacting with the environment.
#2292
And kleptomaniacs.
#2293
If you use a follow character, wouldn't the footprints slide along with the character rather than be left behind on the ground? I think that RawDraw is much better idea, since it also doesn't need any kind of management of the footprint or demand any resources once drawn. In fact every single character in the game could leave footprints if needed.

With 320x200 resolution my idea for gradually fading them shouldn't be a problem on pretty much any machine.
#2294
Quote from: R4L on Sat 23/09/2006 16:41:56Well its only for a graphical effect, and isn't really used to much, but I don't know if characters would work. The room I have is pretty big. Would there be a way to gradually increase RawDrawImageTransparent?

I take this to mean that you want footprints to fade with time to avoid the screen filling up with footprints? After considering this a bit, I came up with a simple solution to this: Simply RawDraw the original background frame transparently on top of the manipulated background at intervals of maybe a seconds.
When the player enters the room, create a DynamicSprite of the background frame. Then, in the repeatedly execute, have a timer that RawDrawImageTransparent's this frame every 40 loops, at a transparency of 80 or maybe 90. Anything else RawDrawn on the screen (the footprints) will slowly fade away.
The only drawbacks I see in this is a possibility of a slight framerate hit, depending on your resolution, but it shouldn't be an issue on modern computers, and savegames made in this room will be somewhat larger due to containing the DynamicSprite as well.
#2295
It's because you're using old scripting style with strings rather than Strings. You need to use StrContains instead, or rewrite your code to use Strings (maybe not possible depending on which AGS version you're using).
#2296
I think most adventure game characters receive unemployment benefit between games. Usually they are so typecast that it's hard to find other roles. I even heard a rumor that King Graham lived on the street for a while after KQ2 and developed a serious alcohol problem. That's why we only see him briefly at the end of KQ3, and by the time of KQ4 he was in such a state that he was lying in bed for the whole game. Sierra sent him to a detox clinic, so he could return to a starring role in KQ5, but apparently his delirium tremens was so bad that he saw talking owls for the entire game.
#2297
Quote from: Babar on Tue 26/09/2006 13:04:50Either you do everything normally and it's so intuitive that it's not like a puzzle at all

See, to me this sounds like the perfect adventure game. Which is why I dislike the term "puzzle" immensely, and why I to a large degree have distanced myself from the adventure community. This is pretty much how the non-comedy/fantasy Sierra games used to be - Police Quest, you follow police protocol as outlined in the manual. Gold Rush, preparing and undertaking a journey, then following clues to find your brother.

I don't think it's about finding puzzles that "fit the story", but rather find stories that naturally contain actions and events that lend themselves to gameplay. People keep saying that "Le Serpent Rouge" in Gabriel Knight 3 is the greatest adventure game puzzle ever, which may very well be true. But it's not a very typical puzzle (I, for one, can't name a similar puzzle), nor is it much of a puzzle at all. In fact it gives you so many clues (the poem is almost a walkthrough in itself)  that it's just one long  series of research and map plotting, which is highly enjoyable for sure, but not anything that is likely to keep you stuck. Jane Jensen have chosen an underused genre in adventure games - the treasure hunt - and designed a game that is the digital equivalent of Edgar Allan Poe's The Gold Bug.
Compare Al Emmo and the Lost Dutchman's Mine - another game supposedly about treasure hunting, but failing miserably in delivering. Instead of using the vast desert area to let the player search for clues to the mine, the designers instead have use spend a whole act running back and forth mixing sunscreen for a Pamela Anderson lookalike!
#2298
From a personal point of view, I no longer have time for hard puzzles. As a 13-year-old I could spend days and days on a single puzzle, but these days I reach for a walkthru whenever I feel myself stuck for more than 20-30 minutes. Then, if the solution turns out to be (in my opinion) unreasonable, I end up referring to the walkthrough throughout the rest of the game, whenever I don't know how to proceed. Most of my favorite adventures (including Police Quest 2, Dreamweb, The Colonel's Bequest, Gabriel Knight series) have very few actual "puzzles" at all - I enjoy games that focus on "doing" rather than "figuring out what to do".

As for the "hush puppie" example, it's very similar to the infamous "monkey wrench" puzzle. I would stay far away from this kind of puzzles unless they are the main type of puzzles in the game and the hints are very, very good. Two adventures that use puns to great effect is Infocom's "Nord and Bert Couldn't Make Head or Tail of It" and Legend's "Companions of Xanth", and I admire them for turning humor into actual gameplay, something very few comedy games succeed in.
#2299
Try putting instead:
Code: ags
gInventory.Visible = false;
#2300
But you're just declaring the function, not calling it from anywhere in this script
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