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Messages - Ishmael

#181
I hope you can keep this quality level up through the whole production, since the demo's looking awesome. :)
#182
Coincidentally it's been proven possible and done: the demo of Thanatus was released today. FMV cutscenes in there. Very possible, and with scotch's Ogg Theora video plugin it's easy too. And getting the hang of AGS programming isn't difficult if you have the patience and a few references to look at.
#183
Atleast XP shows the build number if you hover over the AGSEditor.exe, as well as in it's properties under the Version tab.
#184
Hm, I actually have that game somewhere so if I can get it to work I can do a side by side comparison...
#185
Changes from last version, links to open the manual at crucial pages, a link to the AGS page, maybe direct links to the beginners tech and here.

I personally think the editor should stay within the scope of the editor and provide quick access to technical resources, such as the tutorials. The all around general AGS scene is well enough laid out on the forum and website already.

Another nice detail would be some info on the game currently loaded, like it's total folder size, estimate or latest known size of the compiled exe, amounts of whatever used in the game, or something. It's fun to see your game grow :)
#186
Create labels at the positions where you want to have the quantities and set those labels to show the amount of the specific inventory index.
#187
Quote from: InCreator on Fri 18/07/2008 20:01:30
Aw damn, who made/released this? Atari? Eidos Interactive? Electronic Arts? THQ? I can't find anything in this mess--! Why didn't just use name for a game?!

You can, you know, look inside the folders to find out.

QuoteI installed this, I KNOW where I did install it. I can browse for it much quicker than spend 10 minutes looking at mess in programs section (start menu) and try to find it by another imaginative name you gave to yourself when releasing (and defaulting for installer path!  >:().

You actually answer your own question here. If you know where the programs are installed, why do you insist on trying to find the shortcuts instead of navigating to the programs and starting them up?

Or you could do this...
#188
Quote from: Vince Twelve on Tue 08/07/2008 07:37:12
It was a little annoying, though, that sending one guy into the cabin results in nothing, but sending the dumb guy in gets you the crowbar.  So, essentially, you have to try everything twice.  The game might be better with just the main character and one side character, and making them cooperate is important for the puzzles.

The point here actually is, although it really wasn't that well conveyed through, that both of the guys do their own thinking, and think up what they might need and what they don't. But the time limit and my little extra problems had their part on this aspect falling a bit short, aswell.
#189
Just make the top GUI larger, add some extra black space to it's background graphic if you have one, resize and position it appropriately to hide the GUI beneath completely. Clicks don't go through GUIs that are set to clickable, so the one underneath won't register clicks if it's behind a clickable GUI.
#190
It's better to listen to radio, unless you have a massive media library, when creating something so you don't associate certain works with certain songs or vice versa. It will get disturbing later on if a certain song or album always reminds you of some specific corridor in some some specific game or such...
#191
Hello, it's me again. Sober this time.

#192
Yes, 2.72 had limits but they were removed in 3.0 at some point.
#193
Hello, I'm back from being not here. A nice lot of games.

Congrats to the winners from my part aswell. Everything I'd have said has already been said, so...

Thanks everyone for your comments on Unfinished Business. I do have an excuse for it being, once again, very short, and that is some problems with my artist, which forced me to do the art aswell myself. I had quite a bit more planned out. And for a sequel I think I could say it's already in the works. Judging by the way of things so far you'll be hearing of it in the esteemed 2010. I'm nearing the point with the prequel for Tomb of the Moon where the actual production of the game could maybe start.
#194
Quote from: Pumaman on Fri 04/07/2008 18:53:59
QuoteSpeaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents?

Yeah, I can appreciate this. I'm not sure if there is a standard name in XP, but it could create the folders as sub-folders under My Documents\My Saved Games or something.

I don't know about its standard-ness, but a lot of commercial games put their save files and other stuff under My Games.
#195
This is looking promising. And yet another addition to my acting portfolio I'm too ashamed to show anyone :=
#196
Speaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents? Thanks to OROW my My Documents is just plain mess :(
#197
I don't know if something like this has been added, but I know it's not that hard to work around it by writing a totally custom inventory. That is, using GUI buttons for each slot. There's a twist to getting right-click to work on them, but it's not impossible either.
#198
See above :)

Minus the nerve wrecking. I don't know how to stress.

Famous last words: I'm not in to win, I'm in to participate \o/
#199
Tiled import is grabbing just a part of the image, hence same thing. I'd concider this a know issue and work around it in the future since it's a .NET dealy and not direclty something to do with AGS until the solution comes up.
#200
The more transcoding, the worse the quality. So you might end up with better quality going from unpacked to 128 than going from unpacked to 256 to 192 to 160. I don't know, haven't tested, but it's possible.
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