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Messages - Jared

#201
To my shame UM, it took me a paragraph or so to realise that rant wasn't serious. But I was laughing before that point, so all was well.
#202
Quote from: Dualnames on Tue 25/08/2009 08:08:40
For the MAGS I hope..or you'll just release it as a game..?

Well, yeah, just by itself. I mean, I'm assuming if it's for download after the 26th then it can't enter...
#203
Quote from: LUniqueDan on Thu 06/08/2009 17:43:33
Hey guys!
(Wow, I started more thread in 3 weeks than in 3 years)

Ok, I'm looking for the name of an Sci-Fi show
*From the 70's or early 80's.
*Probably from England.  (dunno I watched it in french - can't find any clue from French-CBC archives)
*Looks a lot like the 4th dimension / twilight zones but it was sci-fi.
*Bad endings,
*Small stories up to 3 by episodes
*30  minutes broadcast.

*Known as Temps X (Time X) in french but it's not the tech Show from France with the same name.

Anyone have a clue?

I've never seen the show in question, but the description sounds a lot like Sapphire & Steel to me...
#204
A (somewhat) interesting note from that is that the assumption that it's cold in space is actually wrong. The best known astronauts from our missions are in danger of freezing if outside the capsule for too long, but that's because their missions have been deliberately run when the Earth is between themselves and the sun to give them protection. A book I read stated that in direct sunlight the temperature of space is literally boiling.
#205
Yeah, my game's almost certainly going to be late by a couple of days, but I'm going to make sure it is released.
#206
Yeah, I had the same problem (to a slightly worse degree) and did something similar to solve it. It's left me wondering - why is the Interact() function even there for the inventory when it's so difficult to call? You would think that more people would be coding in ways to interact with an item than to talk to it. Wouldn't mind seeing this addressed in future versions, and it's pretty much my only beef with AGS...
#207
QuoteThe astronauts could just pull the rope by hand once it's attached.

At that point they'd have basically exactly the same mechanism that they have now..
#208
Quote from: anian on Mon 24/08/2009 01:38:51While on astronauts thing - they should give them something like the ropes Batman uses for grapling (only maybe with some thing sticky or magnets at the end, so they don't damage the actual ship). They should have that on their arms so if the drift away they just point it at the shuttle and shoot...maybe they even have that.

The trouble with that idea being that Batman uses one in a situation where there's gravity and a clearly defined 'up'. Because the grapple pulls him away from the Earth's gravitational pull it's easy for him to stop. In a Zero-G environment, once you accelerate you need to apply an equal force to stop yourself moving which is basically asking astronauts to pick up over their own body weight. End result - astronauts slamming into the ship's hull and it becomes a contest as to whether the suit or the ship takes the worst/most expensive damage.

Tools don't work predictably in space. They found early on that a drill used in Zero-G would actually cause the astronaut to spin around at great speed, for example. A lot of the way things work mechanically here on Earth is due to our gravity and we don't take it into account.
#209
F YEAH! My hopes were up just from seeing the name 'Duckbutcher', then I actually clicked and - wow. The screenshots and description way exceeded any expectations. I have to say that there wasn't anything I was particularly looking forward to until just now. August 7th can't come quick enough.  ;) I get the distinct vibe that you like the episode format, as well, between this and Doctor Who..

Incidentally, I have heard of The Cities of Gold.. but only when referred to as 'an obscure 80s kid's show'. No idea what it was about. It's definitely not at Transformers or Speed Racer sort of level.
#210
General Discussion / Re: Adventure Game Tattoo
Sun 23/08/2009 07:43:44
When you mentioned being a Sierra fan the first thing that popped into my head was the Starcon Insignia that Roger wears in the later games. That may also be questionable in visual terms, but I figured it would be the least likely tatt for the guy to screw up.

Quote from: Domino on Fri 21/08/2009 14:56:30
How about a naked picture of Roberta Williams?  ;)

Hmmm, sounds like somebody's seen the cover of the [allegedly] best-selling computer game of all time... (I think she's the one on the right..)
#211
It's not for the MAGS, it's a separate project actually.
#212
Reality-on-the-Norm / Re: A Night in Reality
Fri 21/08/2009 06:41:24
Quote from: ProgZmax on Thu 20/08/2009 15:14:26
I had a talk with Davy about it and the goal here was to try and make every character I redesign unique rather than a cardboard cut-out with the same dimensions.  Melt's supposed to be a real tall, scrawny guy while Drake's somewhat short.  Compared to most of my re-designs, many of the RoN characters will be shorter than Melt.  It's just a method of creating added uniqueness by varying the sizes, really.  I've always felt that doped-out characters go well in the short and tall.  Think Cheech and Chong.  Yeah, you know I'm right!

Cool. I can only agree with this. My only criticism with the Krysis-style sprites is a minor one about a level of uniformity that creeps into the supporting cast when you look at them so I guess that's a good solution. I certainly liked the very unique look of your... Guido sprite.. (Guido's the nudist, right? Memory failing me completely here..)
#213
Reality-on-the-Norm / Re: A Night in Reality
Thu 20/08/2009 06:22:08
Obviously they both look great, but I was just curious about why Prog's Drake is so short..
#214
Deleted post.
#215
Deleted post.
#217
Odd request here, because I'm not really looking for it, but more sort of 'wondering if I'm losing my mind and whether not this actually existed' because I can't find a mention of it anywhere. But back before Yahtzee was an internet shock job I recall him working on a game that had a name like "Dave and Perry: Paranormal Investigators". A three room demo was all that was made and it was decidedly non-mindblowing.

I was just planning to reference it in something for the sake of complete obscurity, but now I'm seriously wondering if anyone at all knows what it was.
#218
Working on some fairly lengthy in-game cutscenes at the moment and I've been having a bit of trouble - first I was thinking that covering it in a global script would make the most sense, but then I remembered all the object animations that would need to be set and called within the room and dropped that idea. What I'm currently doing is using the AfterFadeIn() function of the rooms to script the action of the cutscene, which goes between 3 different rooms.  It looks a little like this:


RoomZAfterFadeIn(){

If(cEgo.PreviousRoom==x){
  if(cutsceneState==1){
     //dialogue
     cEgo.ChangeRoom(y);
     }
  }

}

This causes problems, and in hindsight I can see why, to do with the new room code still running. So then I figured the best way would be to use a placeholder to store the change room number and call the changeRoom function at the end of the afterFadeIn() function, but due to the odd error messages I was getting I'm getting the feeling that passing a value into changeRoom() that way isn't meant to be done.

(I tried this both with a global and a local int as a placeholder - in both cases the game crashed telling me that I was missing 'Intro.crm', which is a file I don't have nor have ever used - I filed that under 'weird')


I get the distinct feeling I'm missing a trick here and making things too complicated.. surely there are easier ways to do these cutscenes given how many people use? I was thinking then of calling individual functions for each scene of the cutscene within the room script, but I'm not sure if that would work..
#219
Started work on mine - but bear in mind that not only will this be my first MAGS but, if I make the deadline, my first real AGS game ever, nobody should hold their breath. Even though I've made my plan very simple...
#220
Quote from: Joseph DiPerla on Sat 01/08/2009 20:45:35while AGS doesn't support easy game making (Meaning you cant create a game without scripting).

Forgive me if I'm wrong, but didn't versions 2.71 back support games that were non-scripted? ISTR windows for every interaction with numbered messages. Unless you were using scripts you couldn't make a particularly good game, but you could definitely make a basic one.
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