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Messages - Humbolt Steelwheels

#1
This oddly-titled article from the Toronto Star on Ben There, Dan That, its sequel, and AGS in general might be of some interest:




Nice to see AGS and games made with it getting some publicity, at any rate.
#2
Here is my entry (click the image to go to the website with the embedded Flash interpreter):





It contains 30 possible endings, all of which may or may not result in the unfortunate demise of the protagonist.
#3
Hmm, I'm still working on my entry... I suppose I'd better speed up my rate of progress.
#4
Quote from: Trihan on Mon 20/04/2009 14:06:43
If you're using that format, wouldn't everything past the first choices have to be in spoiler tags? Might get a bit difficult to read.

Quote from: Stupot on Mon 20/04/2009 17:20:15
Do we have to use your spoiler tag format or could we make our own one using webpages?

If the option exists to use a method besides spoiler tags, might I suggest my "select your own adventure" interpreter? It's a simple little Flash file that can interpret a basic "choose your own adventure" style book stored in XML and display it interactively so it's easy to navigate. You can download it as a rar from FileFront (I know, FileFront is terrible - if anyone wants to mirror the file somewhere else, feel free to do so):

http://files.filefront.com/syoa+interpreterrar/;13698591;/fileinfo.html

With this interpreter, people could either embed the appropriately configured Flash file on a web page or just put their XML file up for download (in which case people could run the interpreter locally to read through the story).

If this contest is still running in early May, I'll likely enter - I've always been fond of the CYOA genre due to its potential for humour.

EDIT (02 May 2009): I've updated the interpreter to fix a small bug with the option text not wrapping properly.
#5
I'm proud to announce the completion of the first adventure game I've worked on, Good Morning, Mister Gingerbread.

In this game, you fill the non-existent shoes of the dubiously animate Mister Gingerbread as he attempts to prevent the notorious Qlaskian criminal known only as Pirate Shakespeare from robbing the apartment he shares with his lethargic roommate, Creeps the Bird. The game itself is fairly short, but there's quite a bit to examine in each room.


Attempt to convince Pirate Shakespeare to leave!


Examine largely irrelevant objects scattered around MGB's apartment!


Listen to the confused rambling of Creeps the Bird!


Examine hopefully relevant objects cluttering your inventory!

The rar file below (2.57 MB) contains the game and its manual:
gmmgb.rar
(FileFront download)

I welcome comments about the game, and I hope those who give it a shot find it enjoyable.

Humbolt Steelwheels
#6
Excellent - that's just what I needed. Thanks, monkey_05_06.
#7
Hello,

Does anyone know what algorithm AGS uses to determine how long to show character speech during dialog? For example, a line of speech like:
Ego: Yum, a bagel!
will obviously display for a much shorter period of time than a line of speech like:
Ego: There I was, devouring all the food on the Orient Express. As I munched my way through the dining car, I reflected that the only person capable of stopping my eating-related rampage was the famed Belgian detective, Hercule Poirot. Luckily, I knew that he had elected to take Pan Am! I chortled gleefully.

I don't want to change this algorithm (the fact that it's in AGS by default is great), but I'm really curious as to how it determines the amount of time to show each line of speech (I'd imagine it's related to the number of words and the length of each word). I'm working on a silent film-style project (as well as an unrelated AGS game, which is why I thought to post here) and I'd love some algorithmic method to determine how long to show each caption card.

Any information would be much appreciated!
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