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Messages - Hobbes

#201
Thanks for that! It solves the stuff that happens outside of the real dialogs in a handy way. :)


Two other things I'm toying with, though.

1. Also, I started using Dorcan's template for GK1 style dialogs. This makes it unneccessary to have the dialogs displayed at the bottom, so it works quite well.

I was wondering, though, Dorcan's website is offline. Does anyone still have the full manual for the template? I believe I've integrated the global script material quite well and also the room100 which is needed. I can get the dialog screen to work (with full screen portraits) but it's riddled with bugs.

I'm eager to read the full manual on the thing so I can fix this.

2. In Gabriel Knight 1, the speech of the character is displayed like this:

"Hm. That doesn't seem to work." as opposed to the AGS standard:

Hm. That doesn't seem to work.

I'm not English so I don't know the correct name for these " " signs. However, I can't use the DisplaySpeech (or DisplaySpeechAt) command and have my dialog string within the " " brackets (?) use the " " again as well.

E.g. DisplaySpeech(EGO,""Hm. That doesn't seem to work.""); indeed, doesn't work.

Does anyone know a handy way to circumvent this?
#202
Fixed!

I now have a standard DisplaySpeechAt thing in Notepad, to copy-and-paste whenever I want to display speech on screen.

However, the placement changes when the dialog is 2 lines long instead of 1. Then I need to readjust the ammount of pixels on the Y-axis. This is quite a tedious scripting process.

Is there perhaps an easier way to do this? If there isn't, then I'll just settle with this. It looks really Gabriel Knightish. :)
#203
DisplaySpeechAt is working quite well.

However, there's another problem in that AGS automatically centers the dialog. So now I use it in the following manner:

DisplaySpeechAt (2, 163, 300, EGO, "It's me.");

This works very well, except I like the text to be left-aligned instead of centered. Does anyone know how to overcome that issue?
#204
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?
#205
Looks like "The Dig" will become a reality after all...

...hmmm.

*Looks up possible job openings at a certain observatory in Borneo*
#206
Anarcho, I don't get it either.

I'm a teacher at a primary school myself... we had a whole discussion about the topic.

Out of the 25 people who work at my school, I and 4 others didn't have a problem with headwear.

Twenty others had. Without any real valid arguments.

Fear, ignorance, if you ask me... try to understand, learn other religions, broaden your perspective.

It's a cause worth fighting for, imho.
#207


Drawing a map is a lot of work... Just to show there's really progress!

PS Visit the website for more Buc2 goodies. :)
#208
Gladly. :)

I've been thinking about it a lot and am quite stumped. I'll PM you one of these days about the details... :)
#209
Well, I think I can. Finally.

The thing is, I totally lost interest in Buccaneer 2. Lack of time, lack of inspiration, etc.

The goals were set, the entire game was planned, quite some artwork was done, but there was just so much still to do.

The job of doing everything yourself coupled with a real life became a tad bit too much for me.

However, I did try to pick up the pieces and move on quite a few times. However, I updated to a new AGS and then the FOA template didn't work properly anymore.

Instead of recoding all rooms and stuff, I decided to start anew.

Which is exactly what I have been busy with for the past few weeks. I'm also doing a different approach, I'm working on details and everything at the same time. Before I did the main stuff first and would focus on the details later.

Now, I'm having fun with the project for the first time in a long, long while. So, will it get finished? I sure hope so... Don't hold your breath though. I *am* working on it, which should be positive enough news....

...I hope.
#210
Critics' Lounge / Re: Short story
Sat 15/05/2004 20:17:12
Spoiler below...

Haha, no, AGS hardly turns gay people into psycho's. It only made me a little mad, as far as I can tell.

But, as Kevin is the creator of the fiction, the characters exist within his mind. So the assassin simply "came to life" within him and overcame Kevin's own psyche.

He experienced this through his computer, but it was simply the assassin learning what it really was and overcoming his creator.

I agree with you on the "killing" of the story. The competition back then was to write a story less than 5 pages, if I remember correctly, somehow related to AGS. Or, at least I interpreted it as such...
#211
Critics' Lounge / Re: Short story
Sat 15/05/2004 17:10:59
http://www.unosar.com/graphics/darkdevil1.pdf

That's the correct URL... Oops. :)
#212
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
#213
I already posted this request before in my own game thread, but I'll ask here again. :) It's for Buccaneer 2. More info on the game can be found here: http://www.unosar.com/buc2/

I'm looking for:

Someone who is willing to make several (approx. 8) full-sized 320x200 screens. They are to tell a dream sequence with which the game begins (something like Gabriel Knight 1). During the game, this dream will deepen and the full horror of Richard's past will then be brought to life. So it will be cutscene material.

If you have further questions or wish to offer your services (showing a sample of what you have done in the past helps), please pm me.

Thanks!
#214
Updated...
#215
Had some fun with a digicam:



#216


The game that truly shivers your timbers.

Download it here: http://www.unosar.com/buccaneer/buccaneer.zip
#217
Happy Anniversary!

A good start is half a job done, as we Dutchmen say. So, this year shows to the two of you that you definitely have grounds to build on.

Start building, then... Ahoy! ;)
#218
If you want to, feel free to have Buccaneer on there... Download it here:

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

Technically, it is not a demo... but, in a way, it is. Short MAGS game that started the much larger Buccaneer II which is currently in dev. So, it technically sounds like a demo. :)
#219
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.
#220
Quote from: Mats Berglinn on Mon 10/11/2003 06:24:44
Hobbes: What do you mean keep your manuscript simple?

Haha, I was planning a really lengthy reply... but, well, bspeers summed it up perfectly. Even better than I could've done. :)
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