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Messages - JD

#161
Let's discuss puzzles in adventure games. I wanted
to make a list of all kinds of puzzles. It's nearly 2am
here and the ones that I can think of right now are:

Conversation puzzles:
Saying the right things will get you an item, or access
to a new area or something.

Mazes:
Argh horrible! Reminds me of the bamboo jungle in
Larry 3 or the streets in QFG2 (but at least you could
get a map).

Simple item puzzles:
Getting Item X for mr. George, and he will give you Item Y
in return.

Correct order:
Three levers. Pull them in the correct order and a door will open. Wee!
I think Indiana Jones 3 had a puzzle like this with a piano, but
I could be wrong.

Timed puzzles:
Sierra seemed to like these. The puzzle can be pulling some
levers in the correct order, but with a time limit (ie. a ceiling
slowly coming down or something).



Anyone else who wants to add something? I'm going to bed  :P
#162
Advanced Technical Forum / Re:AGS Crash
Tue 30/12/2003 20:40:31
Yes, I believe I imported a few sprites, and double clicked on one. It hasn't happened ever since.
#163
Advanced Technical Forum / Re:AGS Crash
Tue 30/12/2003 19:06:08
Well it's the first time it happened. And it hasn't happened ever since. It happened when I double clicked on a sprite.
#164
!! Demo Available !!
http://www.agsforums.com/games.php?action=search&sterm=neverquest&submit=Go%21


Hey all,

Just wanted to inform you all that once again I am working on a game :P
And I really hope to finish this one.

 The story is simple and a bit cliche. The theme is medieval. You play as the young lad named Quincy who was sold as a baby on the market by your parents because they were too poor to raise you, to a wizard who doesn't like hard work. He raised you, and made you do all the hard work around. On your 20th birthday you have a strange dream. You see a rune carved in a cave wall and a big treasure chest full of.. Well treasure :P After you wake up you ask the wizard about the strange rune and he looks it up. It turns out the rune leads to a valuable artifact. Since it's your 20th birthday, the wizard tells you about your past. He also mentions that he promised your parents to release you on your 20th birthday, so you are free to go. You decide to go after the artifact. That's where the story starts. Your first task is to gather a group/party for your travels.

 Your party will have up to four members, and you can switch between them. Several puzzles
can only be solved by specific characters. All the members share one inventory, so there is no annoying item exchanging.

Here are some screenshots:




#165
The background looks stunning, but I especially love the character.
Looks really neat!
#166
Advanced Technical Forum / Re:AGS Crash
Fri 26/12/2003 23:48:19
Heh well it only happened once here! So I don't really know the cause.
Perhaps when CJ returns he can look into it...
#167
I think the walking animation looks really cool! And one thing
about the background: it definately needs something on the horizon.
Perhaps mountains, or just a city skyline (very easy to do and gives a nice
effect)

Actually I was bored, and I decided to add a background... Okay I left out
the clouds, but this is what I cooked up:

#168
Critics' Lounge / Re:Healers Hut
Fri 26/12/2003 20:43:36
They both look very good, but I also think the first one looks better... The only
thing that bugs me a bit is the background. It looks like the hut is on a cliff..
If it is, just ignore me :)
#169
Advanced Technical Forum / AGS Crash
Thu 25/12/2003 02:34:17
I was just importing some sprites and bang:



When I tried to rerun AGS it told me its christmas and the only way
to get it running again was to set the date back  ::) I hope that
isn't the cause for the crash  ;)
#170
Thats a pretty good way of doing it, cheers!
#171
Hmm I might have found a solution myself. I could just, whenever
an inventory item is added/removed from the inventory, add/remove
it to/from every character.
#172
Hi peeps,

While working on my game I encountered a problem. My game has
4 playable characters (you can switch between them) and I want them
to share an inventory. I thought of having an invisible character following
the current character who would act as the inventory; so when you open
the inventory you'd use a SetPlayerCharacter(INVENTORY); and then it would
display the inventory. Then when you'd close the inventory screen it would
switch back to the original player. But here's the problem: My inventory is
displayed on screen, in the gui, which is visible at all times. Does anyone have
any ideas?

Thanks in advance,

Def
#173
General Discussion / Re:robbed
Thu 16/10/2003 17:10:40
QuoteAnd yeah, I understand the theory behind it. There are too many robberies to investigate blah blah, but I mean, wouldn't the fact that punks know that these crimes aren't investigated only lead to more robberies?

Reminds me of something that was on the news here a while ago. It was about people not paying at the gas station after they've filled up their tank. They would just drive away. And they said on the news that the police wouldn't do a damn thing about it. And after this was on the news, the amount of people not paying but just driving away after tanking increased with 50%. Hooray for the police!
#174
Really nice game Dave! It has great atmosphere, great graphics and awe music. Like the part where you're reading the letters; the creepy music in the backgrounds made it very eery :) I'm off to play it some more!
#175
General Discussion / Re:AGA is not dead!
Thu 02/10/2003 23:01:16
I think the LSL6 larry looks better than the LSL5 one. Oh hi AGA, of course I know you're not dead. You are the one that is next to me in bed every night right?







RIGHT??
#176
very cool! only crit I have, like I said on irc, the hands look a bit funny :) and the expression
on his face, it looks like he's amazed. like this:  :o
#177
Here is the dialog script for the inventory thing. You don't have to use
variables for this, since the dialog editor has built in functions to handle this:

Quote
// dialog script file
@S  // dialog startup entry point
EGO: "Hi"
Man: "Hello"

@1  // option 1 (dont want it)

@2  // option 2 (want it)
Ego: "I want it"
Man: "Here..."
add-inv 3 (adds inventory item 3 to the player's inventory)
option-off 2 (disables option number 2, "I want it")
stop

@3  // option 3 (dunno)
#178
He means that he has like 3 characters, and when he opens the inventory it doesn't matter which character you're playing with they all have the same inventory items.
#179
Hello Do0kie,

About your first problem: You should use the AnimateObject(0,0,0,1); command
in the "Player enters room" Interaction. That should work!

About the second problem: How are you trying to run the AddInventory function?
This is what the manual says about it:

* run-script X
Runs global text script function "dialog_request", with X passed as the single parameter. This allows you to do more advanced things in a dialog that are not supported as part of the dialog script. The "dialog_request" function should be placed in your game's global script file, as follows:


 function dialog_request (int xvalue) {
   // your code here
 }
 
I think you should use that. If you need any further help just ask.
#180
I made two kinds of RPG battle systems in AGS (a battle system like Qfg, and one like lets say Final Fantasy) and I can tell you it's not just about importing a little script. It takes a lot of scripting and a lot of time. The first thing you should do is get acquainted with the AGS scripting language.
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