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Messages - Ginny

#561
>=10 instead of >9 if I'm not mistaken, though either way works just aswell.
#562
Well, it's in the manual allright (add-inv X) and it should work. Make sure you're putting the add-inv 5 or whatever one line down right after the text the char says, in the correct option.
The dialog editor does suggest other non-dialog functions, but you can't use them in dialogs.

If all else fails, you can alwyas use run-script.
#563
well, either: add-inventory 5 , or if this is something I dreamt, use run script X (like 2 or something) and put AddInventory(5); in the dialog_request global function after using an if statement : if (blah == 2) AddInventory(5);

:)
#564
Hey Stefan,

As far as I know, making a title screen isn't difficult. just draw the complete graphic for the screen, then set the Save/Load/Quit/Play/etc texts as hotspots. Animation youcould do with either objects or bg animation. As for fading out, you can use SetObjectTransparancy. If you need a funcion I'll post it but it's more fun to figure out on your own, and not difficult, just needs some fiddling :).

edit: heh, late :P I was under the impression that it's easier with a background than with a gui, using MouseOverHotspot (I think, havn't checked for a while) to make the buttons seem more, buttonish.. heh
#565
Quintaros: Just reading that idea made my mind flow. I forsee perhaps a very dark endong? Or an entirely different direction.

As I see I'm not the only one who feels leading the project would be difficult, perhaps there should also be an option for whoever has their idea chosen to choose at the end, someone else from the team to be the leader, and co-write? Though writing and leading does come together pretty much, it's a matter of vision after all. Leading the project tends to go by the persons vision Well, maybe a writers category then, or expanding the dialogs? Like writing puzzles and filling in and such.

All just suggestions of course :)

Anyway, I'll just add to the pool of ideas (so far all are interesting):

The main character (I, too, tend to have trouble with naming) is a lone traveler, who on one of her trips climbs a peaceful mountain area. Once she finishes setting up the camp, she takes out a notebook and takes some notes of what she sees around her. She is actually a reporter for a nature magazine, and so she begins to write her article. All of a sudden, as is common in that area, an earthquake occurs, and shedrops the book, grabbing on to a branch, but she can't hold on and she rolls down the mountain and falls into an ancient cave. There she finds an old book/diary (yet undecided) and begins to read. And the more she reads, the more the book draws her in, literally. On a break to find a way out, she is already dizzy in reality, and barely phones her friend, who is, incidentally, an archeologist, and a co-worker of hers. She asks for him to send rescue, and also tells him that she has found an interesting book/diary that she thinks he might be interested in. She reads on the meantime, and by the end she is so absorbed in the book she cannot exist outside of it, and she becomes part of the story, trapped inside the book in a new reality (not neccessarilly bad). She has already disappeared when her friend the archelogist arrives.

Side-note: Possibly there are two player characters, the traveler and someone from the book.

Just in case I decide to make this game someday - (c)
#566
Competitions & Activities / Re:November MAGS
Wed 05/11/2003 20:01:02
Whoa, half the world is entering. I wish I had time. This month will rock extremely.:)
#567
Hmm, this sounds interesting,but I'm wondering as to the length that the games are expected to have. Is it supposed to short or epic, or just in the middle? Now I might think of something or write one of my ideas here, but I'm so good at project management. Maybe you should have the Writers job include not just dialogs but help with plot, puzzles, etc?

Anyways, good luck :)
#568
Maybe, since larger pics might look not too good sometimes, it would be a good idea to post the normal 320X200 and also a link to a bigger version. Or the other way around. :P
#569
I dunno about dialogs, I think it won't be a problem, asfor restarting: RestartGame ().
#570
Great idea, I think it could be very interesting. As Chris said, the story needs to be engaging. If there's any help you need in this department, I'd be glad to help. Do you want it to be comic or dramatic, or a mixture, which is more like a game? What I mean is, do you want to make it like TV shows (i.e. there are seperate genres- comedy, drama, horror, etc) or like games story-wise (an engaging story of an adventure that includes dramatic moments, comedy, action, etc..).
The hardest thing to do with this would be the animations, cause you would need a lot of these. Naturally you would make several shows in advance so that you can make it. Maybe even making a whole season/whatever in advance.

Sudden thought: You could have like a video-tape intervace at the bottom (pops up when mouse is moved dwon, or maybe it's better with a keypress, thus you could have no cursor at all. the video tape interface would allow you to pause the show, stop (quit), rewind to the beginging (I wonder if precise rewinding or scene by scene rewinding is possible?). Fast forward would of course be unavailable (or maybe if you've seen it once, it could be).

Now, real rewinding would be too difficult, so maybe a scene-by scene rewind opption? i.e each scene is an auto save game, each time you click the rewind button it goes one scene back. Somewhat hard to implement maybe.
Some more ideas: maybe the GUI could be just a thin 20 pixel wide area at the bottom (the game would be in letterbox mode in this case)and it's constantly on, or is turned on by a keypress. makes it easier IMO.

Anyway I'll have to give it some more thought, I might edit this to addmore ideas.
#571
I though MoveCharater was blocking.. that's what MoveCharacterBackground is for, no?
#572
Well, basically what everyone said, well designed graphics.
Spooky Ghost: I know exactly what you mean. The layout of the backgrounds should suggest the mood, the style the atmosphere, and should be interesting, i.e. interesting point of view, sometimes a dramatic impact, important things are easy to see and generally backgrounds that are designed for the story's needs.
However when I try to do this (and I almost always try) I find that I'm unable to express the atmosphere and/or mood like I imagined, due to my lack of actual artistic abillity. I can see a vivid image in my mind of how I'd like it to look (mostly with backgrounds, but some characters too) and if I take a moment to map it all out I can see the colour sceme, the way things look, Where the walkbehinds would be, etc. I only wish I could make this imagination turn into real images.
Of course, perhaps it is worse when the case is the otehr way around: the graphics are stunning art-wise, but are uninteresting. Can't say I have an example of this thogh, :)

Anyway, this was longer than I expected. Next, music and sound. Music should be well designed too, however I find it slightly less important, unless the game is very atmospheric or has really emotional moments or something. Like syberia, in which music was too few, but conveyed emotions. Anyway since this is very difficult IMO, and since we're talking of AGS games, music is less of an issue for me, and I rather have no music than annoying music. Sound effects are really cool when possible, they are the little additions, finishing touches for AGS games.

Story and design is of course themost important. I think design includes the whole aspect of cinematics (if any are needed) like imagining everything in the game that is part of the narrative. And good puzzles (logical, amusing when appropriate, original and varied), and good dialogs (interesting, also character design).
Good character design is also very important, and character history. I think history is better told by hints in dialogs etc, than by adctually telling it, the exception being a diary or the character remembering it and telling it nostaligically (prefferably not to another character, though it depends).

Ok, almost finished my whole theory (for some reason I thought I'd be too tired to write a lot, but it turned out I was wrong. :P). What I think makes all of this come together, what brings the "wow" factor, is little things. Since all the "big" stuff has been covered, the little details, hints of the design, innovativeness in small things aswell as in big things, finishing touches, techninical stuff (i.e lack of bugs, GUI), and generally "unneccessary" things.
Imagine a game that has everything: Graphics, good design,sound, good scritping. This game can be great (well, probably would be) but it still won't neccessarilly have the wow factor. Of course, this is pretty individual, some people like some games, some people like other games.
Actually, I think background design and layout is sort of a small detail too, not neccessarilly in size but perhaps in the way ot affects the player and the game. I think these so-called "small" things are actually part of all the game componenets.
Ok, that enough, this is waaay too long.
#573
Heh, nice idea Andail. Anyway with the new age limit (which i understand) I can't go, not would I have been able to anyway, lots of reasons. Anyway, I was just wondering if there's any idea of where the Mittens after 2004 (2005) will be held? I'll be 16 then, though finances might still be a problem..

Anyway, everyone enjoy Mittens, and take lots of pictures! :)
#574
evil: why is it four years until you can go?

Anyway, it seems my chances are very slim atm, unless there's someone else from israel going, and even then, it's very expensive...

I don't think you can get a precvise number now, but an approximate number maybe. Anyway i really would like to go, but my mom doesn't trust you :D

Scummbuddy: You live in maryland?

Oh well, maybe i'll just have to wait until it takes place in Israel or something.. heh, there are many israelis here after all.
#575
Competitions & Activities / Re:OCTOBER MAGS
Thu 23/10/2003 17:33:25
I'm afraid I'll have to put off my game aswell. I haven't been able to do any work this week or the last, cause of school work: we have a test almost every day, plus a rather large assignment, plus homework. At the end of a day I am so sleepy i can't concentrate anyway. i will, like Femme, keep working on the game, and finish it slowly (I'll probably expand it in this case). Anyway, good luck to all the participants, looks like a great month :)
#576
Whoa, how did I miss this? Will the game be in english (I sorta guess yes, but maybe..) ? Sounds great Alex, when you reach the point of making a speech pack I'd like to help (if my microphone works by then :P). Hopefully I can do a convincing hebrew english accent ;)

What is the story in the game? Who is the main character?
#577
Aw, that's a shame, I really wanted to buy it to get the cd version, but like others, I have no credit card (I do have money though :P). Maybe you could, like m0ds suggested, allow it to be bought still, distributed somewhere else.

Good luck to you in the future Ionas :)
#578
Great work! I really like the tree in the far away backgrpund, and the texture on the stone. The road looks a little too sprayish, but still nice. I absolutely love the sky. The only thing that bothers me is how the graves don't seem to be deep in the ground, it looks almost like stones standing on the grass, that can be pushed over anytime.
I also like the way you faded colours when further in the background. :)
#579
I believe the problem is that there is no such global variable player.activeinv. Instead you should use this: character[CHARID].activeinv. :)
#580
If you mean SetGlobalInt(3,0); (which I think you do) then I think you put it in the game_start function.
int myvar; or something is put before any functions in the script :)

However as i understand it you may set it anywhere you want it to first be set, like after something happened in the game.
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