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Messages - Ghost

#641
Not entirely sure, but wasn't one of the first ceremonies even entered into the database as a GAME file? I'll check, I remember I did some artwork for that. Will put up the link here if I can find it. Or if someone's quicker... ;)

_
edit:
Here you are. Awards Ceremony 2008.
http://www.adventuregamestudio.co.uk/site/games/game/1130/

__
edit:
I just realised that you specifically asked for 2012. :X But it's still a very nice ceremony, the 2008 one.
#642
Awesome. Have a round of Pangalactic Gargle Blasters. My round.
#643
Very interested in testing this, I especially like the loops. Can't say how often I've wished for those. Well played, Gurok!
#644
So what's the next dare, teach an old guy a CPU is not a computer? :=
#645
The Rumpus Room / Re: Doodleham!
Tue 11/03/2014 15:03:25
Quote from: Chicky on Mon 10/03/2014 19:49:06

Over there to the right, that must be the second biggest monkey head I've ever seen...
#646
One possible solution is to indeed change the view via LockView, and just call an UnlockView() from within the dialog.

You can put code into a dialog script. To make AGS recognise the code just indent the line with two spaces (at least). So every dialog option with a STOP at the end should have an player.UnlockView() first.

Code: ags

// option 1
Player: And now I'll go. CU!
  player.UnlockView();
stop
#647
Quote from: Paul Franzen on Fri 07/03/2014 15:19:28
Then you have to do it again.

Will I get a second point then? Otherwise it would be point-less.
#648
General Discussion / Re: Free Steam keys!
Mon 10/03/2014 06:40:48
Quote from: monkey_05_06 on Mon 10/03/2014 04:13:27
Ghost, it says quite clearly that they can't be used together with other coupons. :tongue: But yeah, I figured I'd share if anyone wants it.

I know. This was me being tongue-in-cheek, whacky, and general comic relief. :-D But it's hard to make math fun when capitalism is working against you. Curses! (shales tiny, tiny fist)
#649
General Discussion / Re: Free Steam keys!
Mon 10/03/2014 03:37:57
Quote from: monkey_05_06 on Sun 09/03/2014 12:39:30
ACT NOW! Don't delay!

I have two of those too, so if someone finds a way to stockpile them, monkey's and mine make ONE FREE GAME. (nod)
#650
Im on Win7 Home Edition myself, using German language settings. The line displays normally for me, so it may be something with the regional settings?
#651
Almost there!
#652
Absolutely, yes, and relatively easy.

Create an object, call it "oCabinet". Assign the sprite for the "closed" version to it. Then create a "look at" event and an "interact" event.

In the look-at event, you can check against the cabinet's graphic to trigger responses:

Code: ags

if (oCabinet.Graphic == 11) // closed graphic
{
  player.Say("It's closed but not locked. I can easily open it.");
}
else // otherwise...
{
  player.Say("Let's have a look inside...");
  // add more code to actually SHOW the cabinet now.
}


In the interact event, you can make it like this:
Code: ags

if (oCabinet.Graphic == 11) // closed graphic
{
  oCabinet.Graphic = 12 // switch to open graphic
  player.Say("Alright, it's open.");
}
else
{
  oCabinet.Graphic = 11 // switch to closed graphic  
  player.Say("And closed again.");
}


As for the close-up view, I'd create a new room, set the background graphic to the "cabinet background", and create all things to store in there as objects that are initially set to invisible. Then you can make them "appear" by setting them to visible from anywhere in your script. A "pick-up/interact command" for such an object would then use player.AddInventory() to add a new item to the player's pockets.
#653
Critics' Lounge / Re: Help to improve
Sun 09/03/2014 12:55:39
Quote from: lisky8 on Sun 09/03/2014 12:25:20
Maybe i'll take the image back to BnW and re-colour it better, adding texture in the process.

That's how many people do it, actually, first establishing shadow/light, and then adding colour. Keep us posted!
#654
Hints & Tips / Re: Don't push the button
Sun 09/03/2014 12:20:58
Quote from: CaptainD on Sun 09/03/2014 12:16:39
(Hope the new screen doesn't cost too much. (laugh))

That helped a lot Captain. In fact I THINK you have just unfolded a new layer of the metagame. DON'T BUY THE MONITOR!
#655
Quote from: Ryan Timoothy on Sun 09/03/2014 01:07:30
Quote from: Adeel S. Ahmed on Sat 08/03/2014 23:40:40
By opening you cpu, I didn't mean to 'remove' your process from your cpu. I sincerely apologize for that.
You still keep rephrasing it by saying to open the CPU (Central Processing Unit), the processor. I'm sure what you mean to say is "Open your computer case and take a picture of your CPU"

Seriousy, Mouth, look at your avatar. Most badass avatar of the WHOLE forums. All of them. And you don't have a hat? I am all :shocked: and ??? !
#656
Hints & Tips / Re: Don't push the button
Sun 09/03/2014 07:30:46
Trying out a new approach after reading CaptainDs last response, I pressed my finger against the screen like, really hard.
My screen broke and now there is no way for me to EVER press the button.
Does that count as "won the game"? I'd check but, well, my SCREEN IS BROKEN and I can't see the end credits.
#657
Quote from: NickyNyce on Fri 07/03/2014 01:12:56
Make anything that comes to mind. 

That's a cool theme. Unfortunately neither the first nor the second thing that came to my mind fits that shape. There's a limit how much you can warp a pancake or a cute zombie lady fighting evil sorcerer skeletons outlined against a grumpy old moon.
Will try to get a third thing from my mind.
#658
Quote from: CaptainD on Fri 28/02/2014 14:42:51
Anyone know what the highest number of backgrounds in a single adventure game is?

Nope, but when I typed the question into google, THIS THREAD was in the Top Ten.

I bet it's going to be one of those really old hybrid Text/Graphics adventures by Legend. They had a shitload of locations as a rule.
#659
Quote from: miguel on Tue 04/03/2014 23:30:54
Great that it is held on a Sunday, it's my day off!

I hear people in your country get their testicles removed on their days off. (laugh)
#660
No, not wrong at all (it is the "default" for a reason ;-D ). Just trying to narrow down why things go wrong for you.

Another reason for your inventory not working could be the size of inventory icons. You see, there is an "inventory window" that holds all the things the character carries. It uses rectangular boxes to create an invisible grid for item display (and click handling). If you open the inventory window GUI, you will see two properties once you select the InventoryWindow element: ItemHeight and ItemWidth. You should make sure your sprites for inv. items are THAT SIZE. I remember another project where this caused trouble, items would occasionally not register a click because they used sprites that did not match the dimensions of the grid.
You don't have to make the actual objecs fit the rectangle, just the image itself.
If that isn't it I'm at a loss though.
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