Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#7461
Hints & Tips / Re:Can't run Larry Vales I & II
Fri 29/08/2003 08:16:16
They're old games compiled with the DOS engine, some crappy window$ certainly may not like them. You may try VDMSOUND and see if they work.

By the way, this may not be the right forum to ask such sorta technical questions.
#7462
Heh do whatever you like for your art, it's just a matter of style. As long as you make the size of the graphics right, style doesn't matter. So use whatever style you think that seems fit.

By the way, great characters, keep it on!
#7463
Pretty cool Dave, though I myself am not really eager to met Jackie, it's cool anyway.
#7464
Bluecup T-shirts and mugs...
#7465
Critics' Lounge / Re:My foist game evah.
Thu 28/08/2003 06:11:25
Heh that character reminds me of Inherit the Earth (no I never played that game). Really nice though. :D The only thing that bothers me is that the bg lacks perspective, unless it's the style you used to.
#7466
I think compilation CDs might be good, but definitely not for the money.

Even though the CDs are not of a commercial approach, I think people using AGS to create their free games might not like that their creations are used to raise money for Pumaman to buy some beers. Think about it, if the fees are just charged for the essential stuffs (postage, the CD, cases, etc.) then it is okay, and a good idea too. But just for Pumaman to get more money? No way.

If you really want to give something to our kind Pumaman and thank him for his marvelous work, just make a game, or send some money or your girl friend directly to him.

#7467
That has been discussed many time before already, and we just don't want the forum to be flooded by messages of people making such mistake.

The point is that people should PLAN ahead about the structure of their games. Moreover, it doesn't really hurt to have redundant characters/views in you game, you can reuse them, or leave them as-is (as they won't take up much space anyway), and mostly important, people playing the games won't see them.
#7468
Yes, at least one with AGS by DM, see the Game in Production forum for more info. (I'm too lazy to dig up the thread :p )
#7469
I never like MAC or Windoze.


I'll only say:

DOS RULEZ!1!

By DOS I don't mean M$DOS or PCDOS or whatever, I mean APPLESOFT DOS for teh 4LL MY M1GHTY TEH B35TT3R35T 4PPL3 ][ C0MPUT3R5!1!1!1!
#7470
Age:29years - 8days
Gender:It's not Female, not Gay, not Les...

(The following, IMO applies to most adventure games, even text adventures)

1)   Name three characteristics of a typical adventure game
- story telling
- character(s)
- locations (even for a "one room" game, clicking on different spots means different locations)

2)   What makes it easy to identify an adventure game from any other genre?
It is not easy, to be honest, but generally you can always call a game adventure game if it processes all the characteristics mentioned in Ans of Q1.

3)   What makes you choose a game? (e.g. screenshots, reviews, description etc.)
I'm not picky on choosing games, I'll play a game whenever it is available to me and my system can play it. That say, some rulez for me:
Commercial games - Whenever I can bought it for some reasonable price, don't care about quality (that's why my home is junk piled up with games, 90% of which I don't even know what they are).
Noncommercial games - Whenever it is a complete AGS game.

4)   When buying a game what information would you like to see on the product or display?
SYSTEM REQUIREMENTS! They need to be playable with my dinosaurus computers at least!

5)   Name three characteristics of a typical super-hero
- strong
- has special abilities (no matter it's just stealing ability of a thief, or something like SUPAPOWA)
- wears a cape (so Spiderman is just a hero with SUPAPOWA but he is NOT a SUPAHERO)

6)   They say an image can speak 1000 words, would you buy a game just because of the images displayed on the box? What type of impact do images give to you?
No, because 100% of the time they don't represent what the games are REALLY like, unless I see boobs.
#7471
And that (sort of) prevents other people to peep at your sound files and play them out of the game.
#7472
Deleting things is dangerous, always make sure you REALLY know what you are going to do before doing so.
#7473
Quote from: Jayel on Sat 16/08/2003 20:08:40
It's created using an animation software I'm currently writing.

AGSwannabe: read the posts before posting some one word responses.
#7474
Scummbuddy, judging from what he wrote, I think he knew about that already, what he wanted to know was how to refer to variables which are accessible by BOTH text scripting and from Interaction responses.

In fact, I think the interactions can not access GlobalInts currently, instead, you need to use the Graphical Variables (see text script function GetGraphicalVariable(), unfortunately there doesn't seem to be a SetGraphicalVariable(), so you cannot change their values in text scripts at the moment, correct me if I'm wrong)
#7475
TK, just use a timer, or just some integer incrementing every loop (which I always use).

For example if you want a "loop" that runs every 2 cycles and runs 100 times since it starts, just do:

on top of script, usual stuffs:
int count, cycle;

When you want to start the "loop", just do:
count = 100; //do 100 times
cycle = 0;

In rep_exec:
if (count){
cycle++;
if (cycle==2){//do it every 2 cycle
//blah blah whatever you want to do here
count--;
cycle=0;
}
#7476
General Discussion / Re:Your language.
Tue 26/08/2003 04:21:17
I am Chinese, but what can I type here? Most of the people here won't see it anyway.
#7477
They're used by the DOS version of Setup.
#7478
Actually I have something to say on this one.

In my opinion, instant deaths in games aren't really annoying if done right (unless there're thousands of them in one single game and when most of them are ridiculous), it is walking deaths that must be avoided.

My reasoning is that, in some critical situations it is just reasonable for the character to die. For example it is sometimes quite ridiculous to make the hero alive when he falls down a cliff, unless he's hung on a branch and he must solve a VERY difficult puzzle to save his own life, which I think most of the players would think "rat, I'd rather restore my game!" That makes no difference from instant death. The main problem was that most games were too linear in plots, so when you have solved that "life-saving" puzzle you just go back to the original route. However, if it's treated differently, that for example, if the "hero" fell down a cliff and didn't die, he may find some other items, puzzles, etc., that may affect the progress of the game itself, for example twist in plot, different encounters, etc. (that's like the Indy3 example just mentioned)

But the problem is that making your game this way would make it a huge project, because there're lotsa stuffs to take care of, if you just want to make a medium/small game (that way the game progress would be more linear most of the time), I think it'd be best to make the game either without death or only instant deaths.

The main reason is that if I'm a game designer, if the player did something which is a "mistake", why don't you just let him die? If you can still recover from some action you had done (which put you into some situation) and continue with the game, that certainly is NOT a mistake, even falling down a cliff, that's just an alternate route within the game, maybe taking such route would not bring you to the true/best ending, but you still can continue with the game, so it is NOT mistake, and this is just how multi-scenario/multi-ending can be done.

Walking deaths, however, is a bad thing, IMO it's caused by poor design of a game, so the game designer must need to take care of such situations, and make sure the player can continue with the game whatever he had done, even if that led to a "bad" ending, there're still progress and an end to the game itself. The reason I don't like about those online RPGs myself is similar, that you wander around aimlessly, doing some quests, etc, but you can never get an end to such mess (until you're bored with it), that IMO is just the same with walking deaths...
#7479
It's Pumaman's responsibility! He should really made that "Make my game" button work! That way we don't have so much bandwidth wasted here!



Heh enough fun, actually apart from that merge topic function I think that split topic function was also overlooked, for example IMO that "gay adventure" thread would not become what it is today if it's split into different threads earlier (yeah I know it's a bit offtopic here, so I shut up now :-X )
#7480
What's the difference from aRC1? Just more bug fixes?
SMF spam blocked by CleanTalk