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

Topics - Hobbes

#41
Hey all,

I've recently begun toying with Buccaneer I again. For some mysterious reasons I'm not really talking about. :)

However, it uses Proskrito's old SCUMM interface which is incompatible with later AGS versions. Since I've happily been upgrading my AGS, I don't have an old version lying around anymore...

Buccaneer was last compiled succesfully in version 2.56.623. Does anyone know where I might obtain a copy?
#42
Hey all,

I've recently begun to use AGS again after having waaaay too little free time. I'm overhauling a lot of the stuff for Buccaneer 2, have been doing so sporadically over the past few weeks.

Now, I am somewhat enamoured by the interface of Gabriel Knight 1. I know Dorcan wrote a script for the dialogs and Dragonrose did some work on a template.

However, I'm looking for an aspect of the game that hasn't yet been realized.

In GK1, when you look at something, make small talk, interact with objects, all your speech and messages are displayed in the bottom of the screen. It works exactly like the LucasArts style dialog (which would be the easiest way to do it). However, it isn't positioned above the character's head but at a fixed location somewhere in the bottom.

I've been toying with AGS a bit, but can't seem to find an easy way to do this... does anyone else know how?
#43
Critics' Lounge / Short story
Sat 15/05/2004 16:06:04
Waaaay back in August 2003 (yeah, it's ages ago) Andail hosted a Short Story Competition.

Since my entry was removed back then (Andail would reveal the URL later), the story was kinda forgotten...

...I recently discovered it's still online and I would love some feedback. :)

http://www.unosar.com/graphics/darkdevil.pdf
#44
Hey all,

I don't know if any of you know him, but Michael Kamen suddenly died two days ago. For more info, you can visit his personal website at www.michaelkamen.com.

Michael was a famed composer, most known for his work on X-Men, What Dreams May Come and Robin Hood: Prince of Thieves.

I greatly respected him on a musical level, not knowing him personally. His scores always had something quirky in them that made them interesting and touching.

Just thought I'd let you all know.
#45
I was wondering about this...

In Fate of Atlantis, at the end of the game (just before entering the center ring), you have the option to free Sophia with the steel rod from her cage.

However, you can just as well let her rot in there and let the lava consume her when Atlantis sinks beneath the waves.

...so. Admit it. This is the time to shed your sin and admit how it made you feel.

Who killed Sophia Hapgood?
#46
Hey,

Just a very small suggestion for the MAGS competition. Is it perhaps a cool idea to have one big vote at the end of each year, where all the monthly winners are pitted against each other for the prestigious Annual MAGS Award? Or the Yearly AGS Award? (AMAGS or YAGS...)

Would be a fun thing, I'd say.
#47
Ok...

...in fear of gettting flamed, I'm going to push on. I posted this topic about a year ago as well, but then it got blown off due to bandwith problems.

Now, as I hear, bandwith isn't really the issue anymore.

It's quite a simple game really. I ask a question. The next person answers it (as elaborately as he/she wishes) and asks a new question.

If multiple people respond, it's up to the next one to have a lot of fun in answering several questions. It isn't really a big problem if multiple people answer multiple questions, in my experience such things usually sort themselves out.

Also, I think it would be fun to talk about things adventure-related... not that this is a rule, but the conversation could be kept somewhat serious this way.

Ok. Here goes.

-----

Which game character had more charisma? E.g. which one would you more likely befriend in real life: Gabriel Knight or Hoagie. And... why, if I may ask?
#48
I don't know how hard this is to implement, but as an Audigy 2 user with a 6.1 speaker set, I think this would be a pretty nifty feature.

Eax makes it possible to use positional 3d audio. Now, I don't know if AGS uses the DirectX routines that make this a possibility for it's Windows version, but... could this be done?

I would personally love to develop an adventure game that keeps the music to the rear channels and the ambient sounds to the Left and Right, and speech to the Center channel.

However, I don't know how much of a programming nightmare this might be?
#49
As I'm currently planning out all the puzzles and challenges for Buccaneer II, I've been thinking about putting in several action sequences.

What do you people think of it? I personally loved all these little side-games in Fate of Atlantis (fighting, driving a car around, flying an air balloon, etc.). They provided a sense of adventure, of speed that the game otherwise would have lacked.

However, I disliked the ship-fighting sequences in Curse of Monkey Island. The only reason they were acceptable was because of the insult swordfighting that followed.

What I'm asking for here is your opinion. Do you like these sequences? Or, do you dislike them? What are you favourite? What are you least-liked?
#50
Hi all,

I've been thinking a bit about this, and how does it sound?

We get a new forum here, called "Game Production". It's subtitle would be: Discuss your ideas and issues you encounter whilst developing your game.

It would be the ideal place for us to swap our different approaches to development, ask each other questions (How do you go about making your sound files? How does this GUI look? etc.).

How does that sound?
#51
General Discussion / FoA manual
Sat 06/09/2003 09:24:59
Hi all,

As I've got my copy of Fate of Atlantis from one of those anthology-packs LucasArts published somewhere in 1995, I got the CD version.

However, I remember once loaning a copy from someone back when it was released on floppies. It came in this terrific box, but also with a terrific manual!

For Buccaneer II, I want to write a manual as well, and since I'm basing the interface on Fate of Atlantis, I'm looking for that manual for inspiration...

...would anyone know if there's someplace to download it?
#52
General Discussion / Quite major PQ3 problem
Fri 05/09/2003 15:28:24
Yes, I know the game is old. By computer-standards, it's even ancient.

But, I've tried to run it again. I loved it back when I was a kid, but could never finish it. (Too hard, I guess). Now, I want to try again, but there seems to be a timer-related problem.

Whenever I get to the point (at the start of the game) where Sonny is supposed to get a call telling him to head to the Aspen Park, nothing happens. No call, nothing. Dispatch doesn't call.

Does anyone know of good emulators that *work* with this game?
#53
General Discussion / Rain/Snow Plugin?
Thu 04/09/2003 20:10:14
Hi all,

I've browsed the website a bit, but couldn't find out where to download the Rain/Snow plugin. I don't really know who made it, else I would've PM'ed that person.

Can anyone help me?
#54

CLICK HERE TO GET THE ROLLING DEMO!

Features

Bucanneer II is an adventure game about Richard McRoch, an ex-Buccaneer turned merchant. In part I, we learned little tidbits about his life, his relation to Margareth and discovered a betrayal.

Now, in Buccaneer II, we learn the rest.

* A medium/full-length adventure game spanning over 5 game days.
* Completely digital soundtrack by Vel.
* 320 x 200 in 16 bit colours
* Using the by now familiar GUI from Proskrito, closely modelled after the one used in Fate Of Atlantis.
* A continuation of the tale begun with "Buccaneer". Learn more about Richard, Margareth and a myriad of other characters that populate Renaissance Amsterdam!
* Uses the awesome Rain/Snow plugin by Scorpiorus!
* Swordfighting (skipable). (being scripted by [ ... ])
* Fabulous character art by Regnum Eternum.
#55
Hey all,

I've been hard at work today on my new game. The Strange Day is going into the freezer, since I discovered I like this style a lot more.

So, continuing in the small tradition I've started for myself with "Buccaneer", I present to you the first screenshot from "Depths of Clearbay". You play Matthew Byrne, a reporter who is assigned to the "Orchid Rapes", a violent series of rapes. The game takes place in the fictional city of Clearbay, in upstate New York.

These two pictures show Matt's appartment.





I've made it a bit bigger, so you can see it better. Original resolution is 320 x 200. Once again I'm using Proskrito's FOA GUI. :)
#56
Hello people,

Since I now have a full game *and* a demo to show on it, I've decided to rework the website of Unosar Entertainment.

It's now also completed with a stable forum and hosts the other gaming project I run...

...so, please take a look if you have the time!
#57
Ok,

After almost two weeks of working, I've finished my MAGS game. I know August isn't even half over, but my work is going to begin this friday. So, my free time will become limited.

And since I wanted to finish this one rather badly, I decided to spend a lot of time on it right now, and finish it!

The game's called "Buccaneer". You play an ex-Buccaneer by the name of Richard McRoch, an Englishman who now lives in Amsterdam...

...and strangely, one morning, you find a very important item missing. Soon, the quest is on as Richard sets out to retrieve his most prized possession!

Note: I am aware of the rather melodramatic ending. But I kinda like it. :)

Download: http://www.unosar.com/buccaneer/buccaneer.zip

Enjoy!

Screenshots:

-
#58
ARGH!

My game is almost completed, and now I've run into a very annoying error. I'm doing something wrong, but I can't really figure out what.

My goal is this: To have my female NPC distract another NPC. This is done is a style very similar to "Fate of Atlantis" where Sophia distracts Charles Sternhard.

So, as soon as GlobalInt 11 hits the 3, this starts to take place.

So, this is the code in the room's Repeatedly Executed Event:

 if (GetGlobalInt(11)==3) {
 DisplaySpeechBackground(MARGE,"Blah blah blah....");  
 DisplaySpeechBackground(MARGE,"...yadda yadda yadda...");
 DisplaySpeechBackground(EDW,"Hahahaha! That was in my fourth year...");
 DisplaySpeechBackground(EDW,"Blah blah blah....");
 DisplaySpeechBackground(MARGE,"Blah blah blah! Haha!");
 DisplaySpeechBackground(MARGE,"Blah... Blah... Blah blah blah...");
 DisplaySpeechBackground(MARGE,"Yadda yadda yadda...");
 DisplaySpeechBackground(MARGE,"Blah...");

 }

Etc. It´s a total of 15 lines of BackgroundDialog.

So, when this happens, the game crashes and tells me I have too many overlays created. So I´m thinking the game is trying to spawn all these dialogs at the same time.

I´ve pondered putting in a Wait command, but that would mean that I loose control of my player character. So whatever code I add, should not interfere with the player character...

...Help?
#59
As the restrictions were "Use your own graphics", I've modified Juncmodule's template a bit. :) But other than that, the graphics are entirely my own...

How does it look?

#60
General Discussion / Sound FX acquisition
Sun 03/08/2003 19:57:27
I've been wondering for some time now, how do you guys go about getting sound in your games? I've tried to record stuff with my microphone, but it's hardly practical.

I've visited some websites, but the overall quality is rather poor (lots of hissing, 11khz sound, for example).

I think sound is a very important aspect for a game, and I'd love to have good sound in it. So, I'm wondering, how do you all go about this process?
SMF spam blocked by CleanTalk