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Messages - Ginny

#761
You welcome ;)

I too am just starting out, though I've been registered for almost a year here :P.
I suppose I just didn't have time, but now that I've started I love it! ;D :)
#762
I like the design and the way you put the text, but in many parts the text is unreadable. Like in "Powered by AGS "Chris Jones"" (the first time I read MS instead of AGS) and in some of the smaller text.
I can make it out eventually, but it's hard to read. Idea: maybe add an outline? it would really focus it IMO.

the people around are dissapeared in the blink of an eye? hmm, not to be picky, but I think it'd more correct to say "the people around dissapear in the of an eye".

Other than that, it's very nice, the way it looks like it's sawed material.

If possible, I'd reccomend connecting the two "what if's", Like this:
"What if...
The people around you dissapear in the blink of an eye, and the world suddenly turns into nothing but hate, anger, fear andsadness, with no safe place to hide?"

I altered it a bit but you get the point.

Looking very promising :).
#763
Ok, I think this is the way to do it:

First of all, as I understand, you want the cursor to change to talking mode when over characters, use mode when over hotspots and objects, and walk mode when on nothing. And you want right clicking to run the appropriate interaction. In left click, you want it to look at the object/hotspot/character.

So, in the on_mouse_click function:

 else if (button==LEFT) {
   ProcessClick(mouse.x, mouse.y, MODE_LOOK); // look mode
 }
 else {   // right-click
     ProcessClick(mouse.x, mouse.y, GetCursorMode()); // the currently selected mode
 }

And in repeatedly_execute:

 if ((GetLocationType(mouse.x,mouse.y)==1) || (GetLocationType(mouse.x,mouse.y==3)) {
 SetCursorMode(2); // use mode on characters and hotspots
 }

 else if (GetLocationType(mouse.x,mouse.y)==2) {
 SetCursorMode(3); // talk mode on characters
 }
 else if (GetLocationType(mouse.x,mouse.y)==0) {
 SetCursorMode(0); // walk mode on nothing
 }

This should work.

Also, I would use left click for interactions and right click for looking, but however you want :).

P.s. You should probably turn off the normal interface, and have the inventory popup when a certain key is pressed for example, or aomething like that. :)

I used the newest version, but it'll work in the older one too (2.55).
I reccomend downloading th new version though, it has many new features! :)
#764
Oh, DOTT was definetly brilliant in this aspect.
Another game to my replay list.. :P ;)

Good luck with the game! :)
#765
GG:
Your point is very well presented, but since I havn't played PQ, I'm interested in exactly how the duties were performed.
If, for example, you had to find an armed criminal in hiding, disram him and arrest him, what was the proccess? Were the little bits like finding him for example include things like dialog puzzles or to trap him for example, would you pick up a net and put it on the ground?
If yes, then it still could be called normal puzzles, but very much in context, which all puzzles should be.

However, can this be done without using a certain proffession, or if the proffession is boring for a game for example (like the janitor)?
Like, if you're just a guy who gets a strange message, and you're restless because of it, the natural thing would be to find out what it means, and thus, for example, someone who can tell you what it means, but is in prison, asks you to get him out. And this would be the puzzle. Would this still be considered natural?

Another issue, which I find is important, but sometimes overlooked, is the inventory items one one pick up in a game, and more specifically, where you can pick them up. You wouldn't find a pie just lying on the floor in your bedroom for example, but you would find it in the kitchen oven, or on the table.

Another thing, when you design a puzzle, what do you do in the proccess? I for example, would start with an obstacle in the context of the story, and find a solution for it, like, for example, using a certain item. However, this item has to be something that can be found in the area, so I would first think just what the item's use is, and then I would think of an item that could fulfill this use, and can be placed in the area logically.
Another way would be to first think up only obstcles, and then in each location, think of many object that could be found there, and then looks through the list and try to put together a solution to the problem.
Which way is better?

BB: Well, exiting your appartment is just walking of course, but asking the right question is a puzzle, a dialog puzzle to be precise.
A gam where you would only walk, is pretty much non-interactive IMO, unless you meant something else.

Combining mouse and keyboard usage is annoying, that's for sure.


Barcik:
QuoteGetting stuck. I hate it when I sit 2 days, trying everything and clicking all that is in sight. You just have no darn clue what to do next.

Obviously, there should be challenge, no doubt there. The solutions to puzzles mustn't be elementery. However, getting stuck takes away from your gaming experiencesas there is, unlike in other games with a wider array of options (such as GTA3, for example, where you can do anything), pretty much nothing to do if you do not progress the story. So, being stuck for long harms the gameplay and the link the player has established with the game.

I agree, being stuck is a problem. If you don't get stuck at all, it might seem like the game is too easy, and the game would be much shorter if every puzzle would be solved immeadeatly, without some thought, IMO.
However, this can be mended by making sure that when the player is stuck, he has more things to do. I don't mean other puzzles, because these too could, after being finished, leave you stuck with the one puzzle you can't solve.
(Btw, I was wondering what you think of having objects from a puzzle be required for another puzzle? I.e. there are 2 puzzles that you could seemingly solve at any order, but it turns out that to solve puzzle A, you need an item picked up while doing puzzle B, or right after doing puzzle B. This detracts from non linearity, but then again, it makes all the puzzles seem connected, integrated, and makes them fit in IMO.)
So, in order to avoid being stuck in the usual way, I think the solution is interactive elemts of the enviorment you are in. If you're in a hotel or some resort for rest, there could be a pool table, which you could use to play pool with the other tenants, etc, and this could be done at any time, like when you're stuck for example. The same with dialogs, there should be more dialog options to just pass time with the people in the area, and things like that. Also, allowing you to explore the area and interact with it just as an extra, not advancing the story, can also help. Some games say, "I don't have time for that. I have a treasure to find!" or something in the style. But do we have time to wander aimlessely, trying to solve the problem that has been presented to us?

I think another thing that can make sure the player doesn't get stuck is having logical puzzles, and providing Hints. Hints in the dialogs, in descriptions for things, etc. A good example: Grim Fandango. For example (spoiler):
Spoiler
When you need to get one of Domino's clents (which you are hinted about in a comment Manny makes), you will meet a character who says "those punks in de mail room" stuck their 'empty beer bottles' into the tube switcher which transfers the messages about clients. You need a client. Someone else's client. So yo jam the tube switcher machine. Etc..
[close]
Another good example is Apprentice, which provided hints in dialogs, but not only that, it also provided some inside an interactive elements of the enviorment, which has nothing to do with any puzzle. It's a crytal ball which you can interact with, which gives funny responses to things you ask, and you can also use any item with it, and it will give a small hint about it vaguely, and these too are humorous.
:)

Hmm, looks like I'm gonna replay GF again. ;D
Here's another thing GF did well: Voice acting. Some of the best voice acting I've ever heard, and is the reason I think good voice acting is important, because it adds so much to the character and to immersion, and IMO to the enjoyment from the game too.


P.s. You're right about having too many topics here, perhaps we can focus it later on one specific subject. Looks like puzzles are getting the most attention, but it might still be a topic too wide.

Is this an annual thing, starting a debate about something after Mittens? Like a sort of activity? :)
#766
It should work IMO, I checked it.

If you want to be able to have items that can be interacted with or used on something else, here:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=7694;start=20

In my last post I combined what Proskrito wrote and another condition to do this in the same mode :).
#767
Ok, practise, reference.. :)

I do have one specific question though- When you sketched the wolf on paper, it looks like you used several different pencils. I read a tutorial on what supplies to buy for drawing on paper somewhere, but I was wondering what you use, if there's anything you reccomend for drawing.

Also, have you improved a lot since you started out? Or rather, were you much worse (:P wrong choice of words, but you know what I mean, lol) when you started out?

:)

Looking forward to more :).
#768
*drools*
Ok, I'm just really thirsty :P
Anyway, very nice, I like the angle, the only thing is that the bottom looks like plastic, not metal. It looks a bit like rubber sometimes too, hehe.
Very nice!
#769
Hmm, perhaps this could be done with creating a custom GUI for Sierra speech, setting it's visible property to "Always" ("Normal" in version 2.56) and in the game_start function, use:

GUIOff (x);

Where x is the number of the custom Sierra speech GUI you created.

I don't know though, this would only make sure the game isn't paused, not if it blocks the rest fo the game.

I think terranRICH is right.
#770
Ok, glad everything works.

Yesterday night I was thinking though, if someone would want to have some items that could be both selected and interacted with, but wthout using Usermode1, this could be done:

at the top of the script:

int invitem;
int usebutton;

in on_mouse_click:

invitem=GetInvAt (mouse.x,mouse.y);

if (button==LEFTINV) {
if (GetCursorMode()==2){
 if (usebutton==1) {
SetActiveInventory(invitem);
}
else if (usebutton==2) {
if (IsInventoryInteractionAvailable(invitem,MODE_USE)==1) {
RunInventoryInteraction(invitem, MODE_USE);  
}
}
}
else RunInventoryInteraction(invitem,GetCursorMode());
}


in the script for the select button:

SetCursorMode(2);
SetMouseCursor(6);
usebutton=1;

in script for interact button:

SetCursorMode(2);
usebutton=2;

This way you use the same mode for both, but what happens depends on which button you click. All interactions will be put in the "interact" event. :)
#771
If you mean pre-rendered 3d backdrops which are then imported as still backgrounds then yes.
If you mean real time then no.
Also, characters can't be 3d models either, just still sprites.
There is an engine that allows 3d models, I think it's the wintermute engine, though I may be wrong. I reccomend AGS though ;) :P.
#772
Nice, I like the poster image. The 'good' sprite looks great, except.. what's that thing on her hair? It looks a bit like skin... :P

I love the sprite! Some hings I would change though:

1. The feet aren't realistic, unless she's doing ballet. They should be facing forwards. I know this is a little hard to do, but it isn't really.

2. The pose is a bit boring IMO, it would be more interesting if she was facing a little bit sideways. The head can still be like it is, it's the legs I think. Try making one of the legs a little bent down. The shoe on this one will face us diagonally.
Another thing I learned from Ian, the artist who created the art in Apprentice, is that people rarely stand straight like that, and would instead have their shoulders and hips bent down a little. The higher hip is on the same side as the lower shoulder, and vise versa.
Here is a link to the thread where he describes this:
http://herculeaneffort.myikonboard.com/viewthread.php?threadid=4

3. Just a small thing, her hands have a finger pointing out that looks odd, though would be appropriate for this evil characer ;) ;D.
Also, the right hand (from our side) is a little too wide, there's an extra pizel or two where it connects to the arm.
#773
Great thread Xadhoom! I love your art, and would love to see some sketches here also.
Great pictures! :)
#774
Actually, I don't think it's a bug, I have a feeling this is how it's supposed to be when "Handle inventory clicks in script" is checked. It actually shows that though the engine isn't supposed to be able to interact with inventory, it can. A plus, not a minus IMO! :P

In any case, in the begginers forum there was a question similar but not quite, and here is a solution to the problem (all credit to Proskrito, who posted this code):
(here is the link incase you're interested:
http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=7770 )

Before any functions in the global script, put this:

int invitem;

now in the on_mouse_click function, add this:

invitem=GetInvAt (mouse.x,mouse.y);

else if (button==LEFTINV) {
if (GetCursorMode()==2){
if (IsInventoryInteractionAvailable(invitem,MODE_USE)==1)
RunInventoryInteraction(invitem, MODE_USE);
else SetActiveInventory(invitem);
}
else RunInventoryInteraction(invitem,GetCursorMode());
}

This will select the item, unless there's an "interact" interaction set for the item, in which case it will run it.
#775
Sounds like what you want to do is exactl what the normal inventory does.

What are the reasons because of which you need to use "Handle inventory cliks in script"?

Now, if I understand correctly, you want to have the normal inventory where one of the buttons selects the inventory item and and when it's selected it uses it on something else.
I just checked and what Proskrito posted should work. Make sure there isn't an "interact" event for the inventory item, and put this the code in the on_mouse_click function.
(Note: put all the code there except for int invitem; which goes at the top of the script, before any functions.)
#776
I don't have the credits for BW cause the manual was translated to hebrew and the left out the credits, and I don't have the game installed right now, but there's a guy in the CI (Creature Isle, expansion pack) named James Norton ;).
There's also a European Marketing guy named... Murray Pannell ;D.

On topic though: "Now, there's puzzles and there's "must do's". Must do's are actions that you must carry out for the story to continue. Puzzles are challenges for the mind (how can I accomplish this/aquire that/whatever). How woul,d you feel about a game that only consists of "must do's", or perhaps sometimes not even that, but timed events carried out by NPC:s which of you have no control over. The actual GAMEPLAY is reduced, so it's perhaps not more than an interactive story of you can affect the way the plot will evolve. Is the puzzles the adventure GAMEPLAY, or is it also experiencing the story?"

Riot, I partially agree, but when you think about it, in order to perform the must do's, you have to perform the puzzles. In a well designed game, they are all essential to the story.

For example, a small MI spoiler:
Spoiler

In one part of the game you have to free someone from a jail cell. I forget why, havent played MI for a while, but that's your must do. In order to do it though, since the cell is locked, you have to do something. In this case it's carry grog in a timing puzzle, and use the grog on the lock before it melts the cup. This is a puzzle, but it is not in any way avoidable, it too, is an essential "must do" for completing the game.
[close]
A game is like a sweater. One stich seems unimportant on it's own, but take it out and the whole sweater falls apart.
(That was a horrible cliche, excuse me while I throw up, but it is true IMO ;)).

IMO we shouldn't be so hard on the puzzles, they put the 'game' in 'adventure game', after all. The excpetions are mini games, extra puzzles, and easter eggs, which are not part of the neccessary "must do's", but in my opinion they do not detract from the story, instead, they can add to the game enviorment and thus add to immersion.

I don't think cross genres is a good idea both because of what eVOLVE said, and also because I just like the good old adventures. That doesn't mean I'm against 3d though, on the contrary, my favorite game is GF, and it's partially 3d. Realtime 3d in a game like S&M or BS3 doesn't mean it becomes an action-adventure, both of these are pure AG's.
#777
Spoiler

it's hard to notice, I had a problem with this too, tryin to take the poster. The little piece of tape you need is in the bottom-right corner of the poster (our view).
[close]
#778
The Rumpus Room / Re:The MSPaint game
Sun 10/08/2003 22:13:01
Oh i see.. Oops.. hehe, havn't used MSPaint for a long time. Or ever. :P

that's hialrious plasticman! ;)

And Vartgarss: I have nothing to add except:  ;D ;D ;D.
#779
Definetly reminds me of the old MI games etc..
Love the style, looks like a winner to me too :)
#780
Ok, I'm still fairly a beginner, but this is what I think you need to do.

Create a sprite for Use/Open and import it. Set this sprite to be the cursor for cursormode 8, which is usermode1. Create a button in your custom inventory and change it's text to "Use". Now in it's properties set it's "Left click" property to "Set cursor mode" and it's "New mode number" to 8.
Go to the inventory items pane, where you have your 'medicine box' item, and create two more items: "Open medicine box" and what you want to be in the box, I presume it's "medicine", if not use something else. Create sprites for these and import them, or use placeholders for now. Now, if for example the "medicine box" is item number 1, "open medicine box" is 2, and "medicine" is 3, put the following script in the "other click on inventory item" interaction for the "medicine box":

LoseInventory(1);
AddInventory(2);
AddInventory(3);

Hopefully this'll work.

For selecting etc follow the tutorial in the link I posted.

P.s. there's no need to use all caps, contrary to what some may think, this makes it harder to read.
:P

edit: I tried this out on an empty game, and something quite strange happened:
I checked "Handle inventory clicks in script" and added the on_mouse_click inventory interaction for left click to use the current mode, and right click to look. I created a quick custom inventory almost identical to the normal one, and created 4 buttons: look, select, use, and ok.
They work fine when it comes to selecting the mode, but when I use any of the modes on the item, it cycles through modes, that is, every time I click, a new mode. (The only interaction I used on the item, in this case the default key, is a "look at" interaction which displays speech.) What I find strangest is that when cycling through the modes, when it reaches the walk mode and I click, it performs the script that happens when you look at the item.
Interestingly, when I turn off "Handle inventory clicks in script" evrything works like a charm. It even looks when I right click! :P

edit2: Ok, I dunno why, but I fixed this by setting the visible option for the GUI to "Popup modal" (I set it to "Normal" before, and turned off the GUI in the game_start funtion).
However now what doesn't work is the select button. It changes the cursor, but nothing happens when I click, that is, the item isn't selected.
And when I uncheck "handle inventory clicks in script" again, it all works, select included.
Hmm..

edit3: Now this is interesting.
It says in the manual that it is currenty immpossible to use the interact with inventory interaction, and yet with the problem I described, when I use the select cursor, it performs the "interact" interaction. I checked this by adding a DisplaySpeech command in the interactions editor, to be run when interacting with the inventory item.

I am very confused now, lol.. Is my computer going crazy? :P

Btw, I did all this with the newest (2.56) version.
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