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Messages - Ionias

#101
Quote from: strazer on Mon 26/03/2007 00:31:40
Nice!
As a Linux user, I have to ask: Does the special edition still use the agsCreditz.dll plugin? And what version of AGS is it compiled with?

Yes, it still uses the agscreditz.dll, I assume that's a big problem? :( The AGS version is build 2.72.652
#102
I guess I'm old school but this is my top 5:

1. Rob Blanc
2. Larry Vales, I & II.
3. Pleurgburg, Dark Ages.
4. Rodekill, A day in the life.
5. Snail Quest. :)
#103
Quote from: Rui "Trovatore" Pires on Sat 24/03/2007 00:46:49
Out of curiosity, what kind of revamp? Graphical? Musical? Plot-ical? Voice-ical? Diabolical? All of the above-ical?

lol.

Well, I changed the GUI to accommodate those who said the exits where hard to find in the first version. I did this by incorporating an all new EXIT pop-up mouse mode, which was no easy feat! I also added a new ending and a new end game puzzle. I fixed some bugs. The doughnut world bug first and foremost and the mainly annoying pixel hunt bug(s) where I failed to name some of the over hotspot locations. This should help those that got stuck the first time around looking for some of some of the pixel hunts. I also added x9 Easter eggs which all tie in to the superhero theme in someway. I also added a new music track at the end of the game thanks to m0ds and some new voices curtsey of Grundislav. I also added a new room to the fatcave with new inventory items and I revamped some of the backgrounds. It's basically the game as I always wanted it to be. Now that it's complete I'm moving on to the sequel! :)

The new Extras that are included on the CD are as follows:

The Castle Quest text adventure is included. This was my first ever adventure game. It was made in BASIC! :) Then comes the Castle Quest demo, some of you might remember this. It was a game me and Scid were going to make based loosely on the Castle Quest text adventure. The next game on the list is Galacitic Pirates 1. This was the first graphical adventure game I ever made. I programmed this one in Visual Basic, and was going to make a part two in AGS. The demo of Galactic Pirates part 2 is included in the CD as well. I also have included the old ROOMEDIT files of Pizza Quest, Castle Quest and Hero Quest. Hero Quest was the orginal name of The Adventures of Fatman!

I hope I answered all of your questions, feel free to ask anything else.
#104
Quote from: MillsJROSS on Fri 23/03/2007 22:25:45
Totally will be buying this in a few weeks when I start working.

It's sad to see that the Space Quest game wasn't finished, I was totally anticipating you finishing it out of the blue.

-MillsJROSS

I swear that someday I will conquer a Space Quest fan game! Don't hold me to that though. I mean I did say I was going to complete SQFP in the first place. :P
#105
bump!


Update: March 23, 2007

I have given The Adventures of Fatman a complete revamp and decided to re-release it as a special edition. I've also got plans for a sequel. That means SOCKO! Entertainment is back online! Come visit me at www.socko1.com to see what's going down, see you there!


#106
Just played it and the voices make the game really fun. I'm enjoying the game so far, my only complaint is some of the hotspots are rather small and the inventory and mouse cursors don't show the cross hairs to pin point them. This normally wouldn't be much of a problem but every time an action doesn't work it resets the mouse mode to walk, just a tad frustrating. :) Just a small nit pick however as the game is great!
#107
I love the background, and with the character that Ravey's painted it looks even more spot on.
#108
Ok, I have a quick question on how AGS handles its repeat execute script. My current game design template has all of the inventory scripting entrenched in the #sectionstart repeatedly_execute section of my game's code. All of my interactions with the inventory are handled here, everything from look to select etc…

How badly will this effect my game's speed? I'm already using 32bit color with a 640x480 resolution, so I don't want to take any speed hits if I can help it.
#109
Awesome advice SSH! That worked like a charm. :)
#110
Quote from: GarageGothic on Sat 17/03/2007 13:39:51
Did you check "Handle inventory clicks in script" on the General Settings screen?

Yes. The inventory GUI is also set to clickable.

To clarify I can detect the actual inventory GUI being clicked with the #sectionstart gInventgui_Click section. It is the inside of the actual control 0 (inventory) where there is no inventory item at that is causing the clicks not to be handled.
#111
Quote from: SSH on Sat 17/03/2007 12:50:44
Yeah, its a bit wierd how AGS handles clicks like that. Ultimately, you can check the mouse button status and the GUI at the current X, Y and work things out from there...

Where at in the script can I detect that mouse click? I'm currently detecting all mouse clicks under the #sectionstart on_mouse_click section on my global script. This section detects all my mouse clicks and inventory clicks. It just doesn't detect any clicks if the mouse is over the inventory GUI and not over an actual inventory item.

Is this event sent some where else?

It's not sent to the #sectionstart interface_click section, because there are no controls present on the inventory GUI.
#112
Greetings, after some extensive forum searches and help file searches I can' nt seem to find what I'm looking for. Let me explain my situation...

My left mouse button does the default mouse mode action, while the right mouse button cycles the mouse modes. Except that when the mouse is over top of the inventory GUI the game doesn't detect any clicks. However, if the mouse is over top of an inventory ITEM, the game does detect the clicks, right or left respectively. Now I've set the inventory GUI to clickable and the game settings toggle of handle inventory clicks in script. My only cursor mode is MODE 0. I'm not using the standard AGS cursor modes. I am handling all the events in script.

Please help me, I can't figure out how to detect those vital mouse clicks over top of the inventory GUI itself. Again, if the mouse is over the inventory GUI but over an inventory ITEM everything works peachy.

I'm lost…
#113
Yeah, I checked that. I even copied a .MIDI file not orginally from the game to the music folder MUSIC115.MID to see if that would play. No such luck. :/

*edit.

Ok, now I've made an entirely new game to test to see if music would play. I get nothing. Strange, I've downloaded a few AGS completed games and all the MIDI's play fine. :/

*edit.

Ok, boy do I feel like a dope. I had the MIDI synth on the soundboard turned off. How that happend I have no idea. The MIDI would play in windows media player and AGS games but just not from ROOMEDIT. Well if anyone does a search in the future guess my stupidity can help em out. :P
#114
Ok, after four years, I just loaded Fatman into AGS 2.72. When I compile the game and run it, I get no music. All the music is in .MIDI form and in the /MUSIC/ folder. The voices and soundfx all play fine, just no music. What am I doing wrong? :/
#116
Quote from: Steel Drummer on Sat 24/02/2007 17:17:03
... I've heard the Adventures Of Fatman had good acting too (if you could find the talkie version somewhere on the internet).

Click the Fatman icon in my signature and scroll down that page a little. I've updated the link.
#117
In an amateur game I will consult a walk-thru. Commercial games I've yet to use one. I try very hard not to even use one with the amateur games. Sometimes though, an amateur game's puzzles are just not up to par. I'm not saying that commercial games are flawless, just that they lend themselves to more logical puzzle designs. I'm from the old school days though and I love the challenge of dead ends, walking dead and even death. I think those sorts of elements are what make a good adventure game, if done not to prolong game time but for the immersion factor.
#118
Just figured I'd add to the thread. Here is a game me and Scid started to make just after Pizza Quest was finished. Sigh, good ol' days them were. Here's a screenshot:



... and please download the unfinished demo it's good for a laugh or two. Scid wrote all the dialog and he's a funny dude.

http://www.2dadventure.com/ags/cqwin.zip

#119
General Discussion / Re: AGS'ers with kids
Sat 18/11/2006 03:17:47
Quote from: Squinky on Sat 18/11/2006 01:20:50
I am the proud owner of three boys. Age 2, 4, and 9.

I am so set on having my lawn mowed until I am at least 50.

rofl squinky!

I have a son clocking in at 8 years of age. Wow. Where does the time go?
#120
Quote from: m0ds on Thu 16/11/2006 23:06:01
I do too, you're a bit of a master! Despite your list being fairly gloomy, I hope you and Robyn are well :)

Yes, Me and Robin are doing great. Thanks m0ds for that inspirational comment. I got your Indy mailer. All I can say is awesome, you inspire me Mark, and Grundislav what happened to the AGS podcast?
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