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Messages - Ghost

#1221
Clean #2.
Dark #2.
#1222
Quote from: Ryan Timothy on Fri 05/07/2013 22:37:06
You whined you aren't making an impact in the way that you wanted, so now you're trying to make an impact by being an ass.

Aye. What IS it? Spit it out, get over yourself.
#1223
Almost through (I think), but it's already one of the most memorable AGS games in my book. The mood is downright eerie and the "cross-stich" theme is both fitting and well executed. Amazing how the sparse look fires the imagination; together with the explicit hints of Casper's less-than-perfect home I really could see the world. Almost wished I couldn't...

I think my favourite moment was
Spoiler
Casper asking for a minute to stay at his mother's grave. Touching, really.
[close]
#1224
Quote from: Worse_Username on Thu 04/07/2013 17:53:02
Is this a bug or am I still missing something? Thanks.

The %d token displays an integer, but "p" is a string. Try %s instead to see if the proper value is returned.

#1225
That sounds pretty perfect for weather effects. I'll need to try it out but I already like the premise. Thanks a bunch!
#1226
Quote from: Tenacious Stu on Wed 03/07/2013 23:19:45
Anyone else want to weigh in? Looks like the Genie idea has raised a few eyebrows (wtf)

I am partial to D. All your concepts have a certain something though, but D totally hits my switches. Might be the ghost character. B is also a very cool idea and I could see it as a great little game.

A) sounds a bit too serious and would probably be a nicer concept for a small-to-medium-length game. And with all your other concepts depressed robots almost sound mundane.

B) is an awesome idea just for playing as a snail in an area that must seem huge to a small animal. Also a very small plot and thus a good MAGS concept. And I don't know, I feel a story there, "getting out of the house" when you are a snail would allow for some touching comments.

C) is ridiculous and has a nice twist. And with a Genie as the main character you have many, many opportunities for cool puzzles- when you are magic the sky is the limit.
Could well go really over the top.

D) is a bit similar to C but from a different angle (supernatural beings acting against the rules of plot). And I like ghost stories and could probably throw a script at you from your small summary alone. Maybe it's just the character; a Genie is a magical creature. A ghost could have similar powers but adds some impact because at some point he was human, so it's easier to relate to a ghost. Yeah, this one wins. It totally gets my vote!
#1227
It's easy to check if a key was pressed, there's a on_key_press function in the global script of each AGS game. So it's absolutely possible to write an AGS game that is played ONLY via keyboard. Setting it up will require a bit of work but it can be done for sure.

There is a module (well, part of the default game template, actually) that implements player movement via keyboard, but I don't think anyone has ever written a full game interface that is keyboard-exclusive.

How exactly do you want to implement it? Will there be a GUI that displays the currently active interaction mode? Or should the player do something depeding on how close to an object he stands?

Maybe you can put of a more detailed decription of the interface you have in mind (WIP screenshots, too, are helpful), so that we can give you better advice.
#1228
Quote from: Problem on Wed 03/07/2013 19:49:20
They are seamlessly loopable, and if somebody wants to use them in a game, feel free to do so.

That's a really nice offer there! Do you have titles for these; the first one sounds a good fit to a little side-project I have, and I like to give credits where credit is due  (nod)
#1229
Quote from: Khris on Wed 03/07/2013 19:33:51
Afaik, using Display halts the engine completely.

Confirmed. It's an auto-pause. And the next click will remove the display panel.
#1230
*Bump* Version 2.0 is up; see first post.
#1231
Quote from: Myinah on Tue 02/07/2013 18:59:57
I'm certain she will appear again, possibly in a full length game of her own

Woo-hoo!
#1232
That's funny. I'm brooding over some sprites and have Psycho Circus by KISS in teh backgrounds. Circus surely comes to town.
#1233
I'd really like to congratulate everyone here, I have finished most games now and gee, good stuff. Good stuff! And even a full-fledged engine in one case  ;-D
#1234
Cat, that's a great offer, please do. I *have* done pretty much the same already, using regions and custom props to allow for different "direction" cursors... I'd sure like to see how our code compares!
#1235
For want of a smiley...


YATTA!
#1236
Nice to see this in the database! I liked the unconventional puzzle a lot and it's probably the first game ever to feature an angler fish!
#1237
Looks like you have a broken conditional statement there, but it's hard to tell without seeing the code.

It SHOULD be something line this (in order to WORK)

Code: AGS

function ObjectInteraction()
{
  if (timesInteracted == 0)
  {
    timesInteracted++;
    player.Say("This is the first time my grubby fingers are touching this!");
  }
  else
  {
    player.Say("Aha! Something has changed and it feels totally different now!");
  }
}


Apart from that, your actual mouse-click script could be broken- are you calling it from more than one script file maybe?

In any case; probably best to post the code  :)
#1238
Myinah makes a good point there, teamwork. Team up. Even if you do not really form a team, get someone to share ideas with. Use a GoogleDoc.

And buy a notepad and keep a dev dictionary. They can become interesting reads a month later!
#1239
You could break the overly long blahbla into a few separate blahs. That way you allow for line breaks, and will at least get rid of the odd cut-off blah. I must admit this is probably the longest blah I've ever seen in a game.

Or... is that a placeholder blah?
#1240
Gee, I dig that style and everything's better with Clowns! Thanks for sharing this.
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