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Messages - Intense Degree

#441
For me story, storytelling and characters are the most important elements of a good adventure game. Puzzles are an important part too of course but can sometimes detract when they are just thrown in all over the place with no relevance to the story.

Thinking of my all time favourite, Gabriel Knight, much of it was talking to people, finding something out and then talking to someone else or a new location opens etc. Of course there were puzzles too  (inventory based) but far less than in many games (particularly non professional games) and I doubt anyone who has played the game laments any lack of "use x on y" type puzzles.

On the whole I agree with those above who have said that only having 3 "puzzles" is a very different thing to only having 3 obstacles to overcome in the game and to be honest the proof of the pudding is in the eating. If the game plays well and the story grips you then I don't care if there are only a few inventory items and most of the obstacles to overcome are dialog or otherwise based.

Now I think of it Overclocked had very little in the way of puzzles and much of the game was giving the right dialog to the right person but I still thought it was a really interesting and good game.

So on the whole as long as the game plays well and the obstacles are there I don't think it matters what form they take; traditional puzzles or otherwise.
#442
Finished it!

Just to say thanks very much, this is a great little game and none too easy either! I don't know which level gave me the most grief, either 25 or 35 I reckon!
#443
Yeah, I got the same thing but when I run the game the background is still far too big as if it is running in 320x200. I know the background is the right size because when I do the same thing in v 2.72 everything is fine.
#444
Hmmm, Ok I should have mentioned that I have imported a picture using the very method you describe in that res but it still says it is in 320x200
#445
Trying a game with v3, on the General settings window I selected resolution as 640x480 (and have backgrounds drawn in this res) but when I create a room the resolution is 320x200 ( I can see this in the "Visual" section of the properties window, which I cannot change) and backgrounds therefore appear massive. Is there something blindingly obvious I have missed? Manual/WiKi don't seem to mention this.
#446
Yet again looks like another fantastic game, I can't wait!
#447
Ahhh, I hadn't noticed the square brackets thing!

Thanks for the help, I had seen the dialog_request thing in the manual but didn't quite understand it. That section in the BFAQ and the explanation about the run dialog queueing has cleared it all up now!

Cheers.
#448
I am having a basic scripting problem and wonder if anyone can help.

Problem:

The result I am trying to achieve is this. When the player selects a certain dialog option, an object on the screen (object 0 in the room in question) becomes visible.

The method I am using:

In the Character Interactions tab “Run Script” is selected and the script is…

  RunDialog (0);
  if (GetGlobalInt (2)==1)
  object(0).Visible = true;

By this I am hoping that the dialog will be run and if the correct option has been selected and Globalint 2 has been set to one, the object will become visible after the dialog has finished.

When the dialog option in question is selected in the dialog itself by the player a global variable (number 2) is set to true (1). This is done like this

@2  // option 2
shopkeep: xxxxx xxxxxxx xxxx xxxxxx
Set-Globalint (2) 1
stop

However, the game will not run (test) and the following error message comes up

Compile Error

There was an error compiling your script. The problem was:
In ‘Global Script'

Error (line 142): PE04: parse error at ‘object'

Do you want to fix… etc.

I have been through the manual/knowledge base etc. but can't find an answer. I am fairly new to the scripting part of AGS and so possibly the way I am trying to do it is just plain wrong and I would be grateful for alternative suggestions. I'm not even sure i am using the object/visibility command correctly but can't work it out from the manual etc.

I do however want the object to be turned on directly from the dialog and not from a subsequent interaction.

Any help gratefully received!
#449
This looks beautiful! If it plays as well as it looks then this must be something special.

Will certainly look out for this when it's done!
#450
After many years of enjoying adventure games and a good few attempts with AGS I finally have a game nearly finished!

This locations for this game are loosely based on the descriptions of locations from J.H. Brennan's "Monster Horror Show" (a book you won't have heard of!), but all characters, puzzles, story, music, sound etc. are my own.

The plot (well, the premise really):- Who are the heros? What sort of person has adventures? The Galactic Adventure Diary (GAD) calls all those who are watching their lives slip away and come to nothing, all those whose creativity and enjoyment are worn down by mundane unforgiving life, those who wake in the morning without hope and go to bed in the evening unfulfilled. The GAD changes these lives, it offers excitement and fulfillment, but not necessarily safety... Ever feel down and in need of excitement? This could be for you...

Sounds a little bit gloomy put like that but this is (I hope) a fun and enjoyable game although with perhaps a slightly deeper and larger underlying story than normal. Planned as the first one in a series of games, GAD: The Search for Doombane is definitely larger on story than graphics (and that isn't necessarily saying a lot!)

As you will notice my artistic and graphics skills are hovering aroung the zero mark but who needs good graphics in an adventure game anyway, It never put me off Kings Quest!







So, in summary, a first attempt, looks like it's been drawn by a 4 year old but hopefully an interesting (if simply made) and fairly short game.

Story: 95%
Puzzles: 100%
Graphics: 95%
Music: 10%
Sound:5%
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