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Messages - Haggis

#281
That's how I felt about my entry - if you look at it during the day it's pretty dark and murky. Look at it at night and it's much clearer!

Your entry is coming along very nicely - mystic stone figures and nazi flags. Ominous.

As usual the quality of entries this month is staggering.
#282
The Rumpus Room / Re: AGS Cryptic
Thu 26/03/2015 09:09:00
Spoiler
Easssy...................... Mancomb Seepgood.
[close]
#283
I agree, special short run rather than full blown series is perfect. It's one of the first shows I remember rushing into school to discuss with my friends the next day. Hopefully the smoking man will be back... maybe he can update us on half life 3. And good old Walter... all those memories returning.
#284
The Rumpus Room / Re: AGS Cryptic
Tue 24/03/2015 21:20:17
Baron, you had it before me so you should go (plus I'm new to this and have no idea what to do :D )
#285
Same here, the more entries the merrier!
#286
The Rumpus Room / Re: AGS Cryptic
Tue 24/03/2015 12:46:19
Conroy Bumpus

What happens now?
#287
The Rumpus Room / Re: AGS Cryptic
Tue 24/03/2015 11:37:08
Spoiler
Well I must admit - after I got Conroy Mublli I did a quick search of the forum for Conroy and found the answer... but I deem that dirty cheating. I really should find the time to play that game though, you may think it's blasphemy but those titles never appealed to me.
[close]
#288
>> once we've managed to open the window, we should proceed inside to the room on the right and question that giant long necked duck! He must know something!
#289
The Rumpus Room / Re: AGS Cryptic
Mon 23/03/2015 12:29:08
Spoiler
So, first word = 'many trucks' would be a convoy? Carrying the wrong mail aka swap out a letter - conroy?
second word = infected vagrant (illbum) running backwards... mublli
So Conroy Mublli... that's as good as I have
[close]
#290
If you've not done so - you need to define look_counter as an integer.

int look_counter = 0;

EDIT: Doh, just as I thought I had finally helped someone ;)
#291
The Rumpus Room / Re: AGS Cryptic
Sat 21/03/2015 17:56:23
Mubill could be mobile maybe?
#292
The Rumpus Room / Re: Corrupt-A-wish!
Sat 21/03/2015 13:28:00
Granted, but you do actually wish the next wish.

I wish LEGO did not exist.
#293
There used to be a Music Continuity module for this which was very useful but I believe it became redundant when the sound/music overhaul was made for version 3.2

http://www.adventuregamestudio.co.uk/forums/index.php?topic=26262.msg331933#msg331933


I managed to fix it up in my current game back into a working state - but given my basic programming skills I rebuilt it in GlobalScript rather than in a separate module script. It works using structs and arrays I believe to store tracks, the room they play in, and the timestamp of where the track was when the player was last in the room (and to therefore continue playing from when the room is loaded again).

I have to say Slasher's code is much more concise though.
#294
OK - I think this is my entry finished - really need to get back to working on my own game!

Bit of background: After being dumped into the ocean, the pod anchors to the bottom. It is then connected to the surface - complete with pneumatic tube delivery system to ensure our prisoner doesn't run out of food and also has somewhere to dispose of their bodily deposits (multifunctional). The tube also provides soft tube lighting. Air vent at the top ensures steady supply of oxygen... could it also offer an escape route? Who knows? It's not great, my level of detail needs work, plus it looks too nice to be a cell... I think I'd happily live there (toilet situation aside).

#295
I thought he was patrolling the beaches of Los Angeles County?

Mmmmmm sweet sweet CJ...

Why is there no drool emoticon?
#296
Quote from: Monsieur OUXX on Mon 16/03/2015 13:22:22I really, really REALLY want to finish this background.
A common dilemma, less flirting more blitzing!!
#297
Thanks guys. This is a new style of art for me, my previous style had rough outlines around everything (in brown and black) but I wanted to move away from that and at least produce something easy on the eye. This is why it's taking me a while to come up with a better way of adding detail to the prison 'bubble' - you guys make it look so easy!

@Greenbeams - are you saying you don't painstakingly create each masterpiece with a touch-pad laptop? Only way to roll! Glad to hear you made it!

#298
@BSP & thegolddiger -  Thanks for your kind comments - the trailer isn't the greatest piece of cinematography ever so thanks for watching :)

I'm very close to the end now, just pushing on to get it finished.
#299
He may be gone but we will always be able to visit him in the Discworld.

@WRK - that truly is beautiful.

#300
Go easy on me people but I thought I'd use this months challenge to test my artistic ability for a game idea I have. Integral to it will be creating underwater environments so hence my choice.

This is still very much a work in progress (there should probably be a toilet in there at least)... I'll update as much as possible before the deadline but at least I have something nestled in among your masterpieces.

And yes monsieur, I have created a small replica of your figurine - useful for judging the scale :)

Update: It's not great, my perspective needs definite work and the layout is a little cramped, but I made a start on the cell interior. After being dumped into the ocean, the pod anchors to the bottom. It is then connected to the surface - complete with pneumatic tube delivery system to ensure our prisoner doesn't run out of food and also has somewhere to dispose of their bodily deposits (multifunctional). The tube also provides soft tube lighting. Air vent at the top ensures steady supply of oxygen... could it also offer an escape route? Who knows?

See latest post for entry
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