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Messages - Iron Lawnmower

#1
Quote from: Babar on Sat 14/06/2014 13:14:56
Quote from: Iron Lawnmower on Mon 09/06/2014 13:57:06
Well what's the point in anything in life. We'll all die at some point.
Dying seems a good point!
But what I meant was that all the Monkey Islands work perfectly using ScummVM, and it'd be pretty hard for anyone to beat the quality of the music in the games, or the art in 2 and 3, or the humour. While it might serve as an interesting programming exercise (although again, ultimately pointless), there's no real reason to remake the Monkey Islands. Someone was working on a demake for MI3 in MI2 art style (which I definitely prefer), but again, they can't REALLY hit the same level of quality as the original MI2. I suppose someone could attempt to do a remake of 1 using the art style of 2, but that seems like an awful lot of effort for something that again, will probably never reach the same level of quality as what you're trying to emulate, and you won't ever really be able to call your own.

Quote from: Iron Lawnmower on Mon 09/06/2014 13:57:06
Should I shorten it or just throw it out altogether? Because at the moment my game is severly lacking in the puzzle department.
Perhaps you can shorten it. The main issue I had was that it seemed convoluted and there seemed a lot like something you'd have to be you to know how to do it (and there'd be easier ways to do it anyhow). Like why doesn't the player just pour the drink on to the fusebox? Or stick in the coin he was going to use to buy the drink? Or spit in it or something?
That seems reasonable. I'll rethink it a wee bit and make it a less round about ride that ultimatly is just pouring piss on a fuse box to make it work.
#2
I hear he's reviewing cheap tat on YouTube for a living now days.
#3
Well what's the point in anything in life. We'll all die at some point.

Should I shorten it or just throw it out altogether? Because at the moment my game is severly lacking in the puzzle department.
#4
A couple of questions on my mind.
1)Has anyone ever remade Monkey Island in AGS?
2)Is my idea for a puzzle a good idea or is it a load of poo and wank?
1)Door is locked (Door in this case being one of those slidy down grille things in front of closed shops that are usually covered in grafitti.)
2)See fuse box. Harold (Demonic sidekick) suggests shorting it out some way.
3)Empty bottle lying about somewhere. Player should tell Harold to fill it with his urine. Harold doesn't need to urinate at the minute.
4)Suggests going to bar.
5)Get beer. Barman may or may not ask for favor (Haven't decided if the player should have money yet at this stage)
6)If you have the beer you can't take the glass outside.
7)Give beer to Harold. Harold drinks beer and needs to wee. Wees into empty bottle.
8)Poor beer onto fusebox. Door opens. cheers all around.

Is this a good idea? Can I refine or improve upon this in any way shape or form?
#5
Thank you again for helping with my stupidity. I tried what scavenger said but your code works.
#6
General Discussion / Re: Door puzzle ideas...
Sat 07/06/2014 22:14:06
It's what I do best.
#7
Thank you very much.

Edit:This has not fixed the issue. If I use push on the hotspot nothing happens even though I coped what you posted (Replaced the green text with what I wanted to happen of course.
#8
General Discussion / Re: Door puzzle ideas...
Sat 07/06/2014 16:56:59
What if there is a door that plays with players expectations. Like it looks all overly complex and elaborate to solve and by this stage in the game the players inventory will be absolutely full of random junk. They will spend hours trying inventory items on it and pixel hunting for something they missed. Then it will turn out all they had to do was 'use' the door. Guaranteed insanity.
#9
I may have screwed the pooch slightly here.
You know how the Monkey Island template has nine verbs? (Give pick-up use etc)Well when I was programming hotspots I could only program for a few of them so I went into the GUI script and did this.
Code: ags

function SetAction(Action new_action) {
  // set default action
  if (new_action == eMA_Default) new_action=default_action;
  // set corresponding cursormode
       if (new_action == eMA_WalkTo) mouse.Mode=eModeUsermode2;
  else if (new_action == eGA_LookAt) mouse.Mode=eModeLookat;
  else if (new_action == eGA_TalkTo) mouse.Mode=eModeTalkto;
  else if (new_action == eGA_GiveTo) mouse.Mode=eModeInteract;
  else if (new_action == eGA_PickUp) mouse.Mode=eModePickup;
  else if (new_action == eGA_Use)    mouse.Mode=eModeInteract;
  else if (new_action == eGA_Open)   mouse.Mode=eModeOpen;
  else if (new_action == eGA_Close)  mouse.Mode=eModeClose;
  else if (new_action == eGA_Push)   mouse.Mode=eModePush;
  else if (new_action == eGA_Pull)   mouse.Mode=eModePull;
  // save action
  global_action=new_action;

and did these functions for a hotspot EG.
Code: ags

function hHotspot1_Push()
{
cEgo.Say("Wouldn't it be cool if there was like secret treasure behind this chest of drawers that we could pay off our debt with?");
cChar1.Say("Yes it would be, Sadly the only thing that's behind that is rat feces and despair.");
}


and since I couldn't work out how to add new events under the lightning bolt icon I did this here for the "interact" event.
hHotspot1_Push  hHotspot1_Open  hHotspot1_Pull  hHotspot1_Close

But when I try and push the hotspot the game crashes saying
"Error: prepare_script: error -18 (no such function in script)trying to run 'hHotspot1_Push  hHotspot1_Open  hHotspot1_Pull  hHotspot1_C' (Room 2)"
#10
Critics' Lounge / Re: Map screen music
Sat 07/06/2014 16:36:59
I'm not really sure at this stage. Trying to sort out headaches with the monkey island template.
#11
Critics' Lounge / Re: Map screen music
Sat 07/06/2014 14:44:00
I tried to improve on that loop and also made another one
https://soundcloud.com/djalex1s/sets/adventure-game-loops
#12
Critics' Lounge / Re: Map screen music
Fri 06/06/2014 22:13:59
Yeah it's a very short loop. You'll only spend a matter of seconds on the map screen at a time. So make it a wee bit longer so as to avoid player insanity?
#13
Critics' Lounge / Map screen music
Fri 06/06/2014 22:00:24
This song will loop on the map screen and possibly other locations. Is it fine or would it get grating after a while?
https://soundcloud.com/djalex1s/bassy-map-screen-loup
#15
So replace
  else if (parameter == 3)
    cond =((isAction(eGA_TalkTo) || (isAction(eGA_GiveTo) && (Mouse.Mode == eModeUseinv))) && (GetLocationType(mouse.x, mouse.y) != eLocationCharacter));
with just
  else if (parameter == 3)
    cond =false
?
#16
Yep talking works quite well.
#17
1)Yes I have
2)Indeed.
3)No it's quite a large hotspot.
4)I'm using the lucas arts monkey island style template.
5)Which files are source files or should I just upload the entire game folder?
#19
What I want to do is when the character tries to talk to a hotspot there will be a line of dialog unique to each hotspot E.G. "I can't talk to a fucking window you stupid asshole" but in game when I click the talk button and click the hotspot nothing happens.

Code: ags
function hHotspot3_Talk()
{
cEgo.Say("Hey window how are you today?");
cEgo.Say("That's good to hear."); 
cChar1.Say("Are you talking to a fucking window?");
cEgo.Say("Yes is there something wrong with that?");
cChar1.Say("You aren't transparent but you are a pane.");
}


is the script I have right now.
#20
Issue solved thanks a lot :)
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