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Messages - JudasFm

#241
I've checked and rechecked the manual, but I'm a little stumped on this one.Ã,  What I want is when the player interacts with an inventory item, to have the character describe it; example:

Player LOOKS at flashlight
Character says "This is a blue flashlight."

The problem is whenever the character speaks, the text is underneath the inventory window.Ã,  I've tried DisplaySpeechAt and that works up to a point, but it's very clumsy.Ã,  What I really want is for the speech to be above the GUI and centred over the object in question.Ã,  Is there a way to do this and if so, can someone please point me in the right direction?Ã,  Thanks :)
#242
I think the DisplaySpeech function might be a useful one to add to the drop-down menus.  I know you can use it via the Display Message As option, but it's a slightly clumsy way of doing it to my mind, and while it's not exactly hard typing in DisplaySpeech (X, "blah blah");, it's a little tedious.  Just my two cents' worth :)
#243
This is fantastic; I especially love the AddInventoryToCharacter interaction.  The game I'm working on now has a 'party' where you can switch between more than one character and I was pretty much bursting my brains trying to work out a nice, simple way of sorting the separate inventories.  Thanks ;D
#244
Maybe you're not far enough through the game.  If you are, then exhaust all conversation options and you should get it.

The phone number isn't essential to finish the game.  Like a few other things, it's kind of an optional extra.

Hope this helps!
#245
Actually, Primus said he's been trying to submit an updated walkthrough, but so far no luck :( Anyway...the supplier is Laura, in the pink room (you'll know the one I mean ;))
#246
ACK!  *thwaps self up head* Guess that's what happens when you do this too late at night ::) Thanks for your help; it all works perfectly (and I'll remember to use the Match Brace in future ;))
#247
Okay, so I'm a little embarrassed posting again for help on this so soon, but I'm completely and utterly flummoxed.Ã,  My GUI is set to appear whenever the user right clicks, to allow them to select the action they want.Ã,  The Smell button just turns the GUI off again and the Interact button quits the game for some weird reason.Ã,  The buttons for Save and Restore seem to work, but Quit and Restart are playing up.Ã,  I had it set so that there would be one prompt after another; the first one being along the lines of "Are you sure you want to quit/restart?" followed by another saying "Do you want to save first?"Ã,  Even if I click No or Cancel on this second one, I'm still taken to the savegame dialogue and sometimes kicked out the game.Ã,  I don't get any error messages; the line at the bottom says "Game ran successfully" so can anyone out there please tell me where I'm going wrong?Ã,  For what it's worth, the code is as follows (again with problems highlighted in red)

if (interface == INTERACTION) {
Ã,  Ã,  if (button == 0) {Ã,  // LOOK
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(1);
Ã,  Ã,  Ã,  }
else if (button == 1) {Ã,  Ã, // interact
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(2);
Ã,  Ã,  Ã,  }
else if (button == 2) {Ã,  Ã, // smell
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(8);
Ã,  Ã,  Ã,  }

else if (button == 3) {Ã,  Ã, // sense
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(10);
Ã,  Ã,  Ã,  }
else if (button == 4) {Ã,  Ã, // listen
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(9);
Ã,  Ã,  Ã,  }
else if (button == 5) {Ã,  Ã, // inventory
Ã,  Ã,  Ã,  GUIOn(2);
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  }
else if (button == 6) {Ã,  Ã, // talk to
Ã,  Ã,  Ã,  Ã, SetCursorMode(3);Ã,  Ã,  Ã, 
GUIOff(3);
Ã,  Ã,  Ã,  }
else if (button == 7) {Ã,  Ã, // walk
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(0);
Ã,  Ã,  Ã,  }
else if (button == 4) {Ã,  Ã, // listen
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(9);
Ã,  Ã,  }
else if (button == 8) {Ã,  Ã, // save game
Ã,  Ã,  Ã,  Ã, GUIOff(3);
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  Ã,  }
Ã,  Ã,  else if (button == 11) {Ã,  // load game
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã, RestoreGameDialog();
Ã,  Ã,  Ã,  }
Ã,  Ã, else if (button == 10) { // quit game
Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã, GUIOn(6);
Ã,  Ã,  Ã, CentreGUI(6);
Ã,  Ã,  Ã, }
Ã,  Ã, else if (button == 9) { // restart game
Ã,  Ã,  GUIOff(3);
Ã,  Ã,  GUIOn(5);
Ã,  Ã,  CentreGUI(5);
Ã,  Ã,  }
Ã,  }
if (interface == SAVEPROMPT) { // save game
Ã,  if (button == 0)
Ã,  Ã, SaveGameDialog();
Ã,  Ã, GUIOff(4);
Ã,  Ã, RestartGame();
Ã,  Ã, }
else if (button == 1) { // don't save
Ã,  Ã, GUIOff(4);
Ã,  Ã, RestartGame();
Ã,  Ã, }
else if (button == 2) { // cancel
Ã,  Ã, GUIOff(4);
Ã,  Ã, }
if (interface == RESTARTPROMPT) { //yes restart
Ã,  if (button == 0)
Ã,  GUIOff(5);
Ã,  GUIOn(4);
Ã,  CentreGUI(4);
Ã,  }
else if (button == 1) { //no don't restart
GUIOff(5);
}
if (interface == QUITPROMPT) { //yes quit
Ã,  if (button == 0)
Ã,  Ã, GUIOff(6);
Ã,  Ã, GUIOn(7);
Ã,  Ã, CentreGUI(7);
Ã,  Ã, }
Ã,  else if (button == 1) { //no don't quit
Ã,  Ã, GUIOff(6);
}
if (interface == SAVEPROMPTA) { //yes save
Ã,  if (button == 0)
Ã,  GUIOff(7);
Ã,  SaveGameDialog();
Ã,  QuitGame(0);
Ã,  }
else if (button == 1) { //no don't save
Ã,  QuitGame(0);
Ã,  }
else if (button == 2) { //forget it
Ã,  GUIOff(7);
Ã,  }
}


I've checked numbers of buttons, cursor modes etc; in fact, done everything I can think of.Ã,  What's really bugging me is that I had it working six months ago, before the virus hit and I lost most of my files and programs, including the AGS ones and backups.Ã,  I know it's probably something pretty simple that I'll kick myself over, but for the life of me I can't see what I'm doing wrong.Ã,  Any help? :)
#248
Oops  :-[ Can we say, duh? *cringes in embarrassment* Now it's screaming about an unexpected 'if', but I think I can get that done.  Thanks so much for your help! :D
#249
I'm working on developing the interaction circle for my next game, but whenever I try and save it, I get a message saying 'Parse error: unexpected 'else' line 148', referring to the global script.Ã,  I've checked and double-checked the numbers, the GUIs, everything and I can't work out why it's messing up.Ã,  Anyone out there able to help?Ã,  I've pasted the entire code with the line in question in red, just to make it easier.

if (interface == INTERACTION) {
Ã,  Ã,  if (button == 0) {Ã,  // LOOK
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(1);
Ã,  Ã,  Ã,  }
Ã,  Ã,  else if (button == 1) {Ã,  Ã, // interact
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(2);
Ã,  Ã,  Ã,  }
Ã,  Ã,  else if (button == 2) {Ã,  Ã, // smell
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(8);
Ã,  Ã,  Ã,  }
else if (button == 3) {Ã,  Ã, // sense
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(10);
Ã,  Ã,  Ã,  }
else if (button == 4) {Ã,  Ã, // listen
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(9);
Ã,  Ã,  Ã,  }
else if (button == 5) {Ã,  Ã, // inventory
Ã,  Ã,  Ã,  GUIOn(2);
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  }
else if (button == 6) {Ã,  Ã, // talk to
Ã,  Ã,  Ã,  Ã, SetCursorMode(3);Ã,  Ã,  Ã, 
GUIOff(3);
Ã,  Ã,  Ã,  }
else if (button == 7) {Ã,  Ã, // walk
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(0);
Ã,  Ã,  Ã,  }
else if (button == 4) {Ã,  Ã, // listen
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã,  Ã, SetCursorMode(9);
Ã,  Ã,  }
else if (button == 8)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  Ã, GUIOff(3);
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  Ã,  }
Ã,  Ã,  else if (button == 11)Ã,  Ã, // load game
Ã,  Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã, RestoreGameDialog();

Ã,  Ã,  Ã,  }
Ã,  Ã, else if (button == 10) // quit game
Ã,  Ã,  GUIOff(3);
Ã,  Ã,  Ã, GUIOn(6);
Ã,  Ã,  Ã, CentreGUI(6);
Ã,  Ã,  Ã, }
Ã,  Ã, else if (button == 9) // restart game
Ã,  Ã,  GUIOff(3);
Ã,  Ã,  GUIOn(5);
Ã,  Ã,  CentreGUI(5);
Ã,  Ã,  }
Ã,  }
if (interface == SAVEPROMPT) {
Ã,  if (button == 1) // save game
Ã,  Ã, GUIOff(4);
Ã,  Ã, SaveGameDialog();
Ã,  Ã, RestartGame();
Ã,  Ã, }
else if (button == 2) // don't save
Ã,  Ã, GUIOff(4);
Ã,  Ã, RestartGame();
Ã,  Ã, }
else if (button == 3) // cancel
Ã,  Ã, GUIOff(4);
Ã,  Ã, }
}

Thanks!
#250
Hints & Tips / Re: Equilibrum
Sun 23/05/2004 21:00:41
Quote from: Momo on Sun 23/05/2004 20:56:44
I hope the sequel would be clearer in all respects.

LOL! Don't worry; it will be ;) (I hope)

Quote from: Momo on Sun 23/05/2004 20:56:44Yes, I'm serious about testing. Just be ready to put up with me in case I find a lot of bugs this time around. :P In any case, my email's over there, under my name.

Okay, I'll bear that in mind.  Like I said, what with one thing and another, it'll probably be a long time before it's ready for testing, but thanks :D
#251
Hints & Tips / Re: Equilibrum
Sun 23/05/2004 13:39:49
Quote from: Primus on Sun 23/05/2004 11:56:50
By the way, the game made me WANT to watch the movie, as I've seen already eg all star trek ones, the three matrix ones, etc.: I love Sci-Fi.

That's the idea LOL!

Quote from: Primus on Sun 23/05/2004 11:56:50I'll also remove those stupid first remarks, as well as the bugs, except the one about the save when quitting the game: when I used it, the saved game always become unusable...

*shakes head* That was probably the dumbest thing I ever did on this game.  I spent so long wrestling with the idea of getting that GUI working that I forgot to test the restore *thwaps self on forehead*.  Thanks for warning people though; I put it on the game's blurb but I'm not sure how many people read the detailed version ;) I fixed it in the sequel though (and triple-tested it so I know it works ;))

Quote from: Primus on Sun 23/05/2004 11:56:50Pls make a walkthru yourself: made by the author is a must, as he/she knows EVERYTHING about the game, what to do, in what order, what are useless items, and so on.

I've been meaning to update the game's official site for a while actually; I'll definitely be adding a walkthrough of this one.  Again, I like to leave it a while so that people can actually play them, otherwise if they get stuck it's too tempting to just look up the answer ;)

Quote from: Primus on Sun 23/05/2004 11:56:50Ah, about the fish, I tried so many times to use it with everything, everyone and with each new item I got, that I started hating it! Congratulations for a so smart placing of an item in the beginning just to be used at is endÃ,  ;D

LOL Thanks ;D It seems to be compulsory in games; every single game I play has an object I wind up hating for some weird reason.

Quote from: Primus on Sun 23/05/2004 11:56:50I repeat: being your first game, it was a wonder, as it was a very, very ambitious project. And, for me, your game deserves at least 8 out of 10. Even if it was your 50th game, it would get a high rank in my point of view. Huge quantity of playing spaces, well designed backgrounds and characters, very smart use of unuseful background items (trying to interact ALL possible ways with the statue, the box, the fire bin, etc., made my brains look like used chewing gum - my avatar came from your game and other ones like yoursÃ,  ;), a very intelligent story, and so on!
I can't hardly wait for playing the sequel! :-)

*blushes* Thanks; I tried my best.  I think it turned out okay at any rate, considering I'd never programmed anything beyond a basic website when I started.  Then again, that's what I love most about AGS; it's one of the very few programs that really can be used by experts or complete novices.

The sequel's hovering at the minute...I'm waiting for some of the people who said they'd do voiceovers to get back to me and saving up for Paintshop; MSPaint's pretty good but it's tedious ;D If you're interested, there should be screenshots up on the site pretty soon :)
#252
Hints & Tips / Re: Equilibrum
Sun 23/05/2004 10:22:47
Quote from: Momo on Sun 23/05/2004 06:08:08
I'm sorry if my post came off a bit harsh, but I was a bit pissed off after I have completed the game which I thought it could have been better with the excellent premise going for it. Nonetheless, it was decent being your first game and all. I've seen worse. ;)

Thanks :) I'm sorry if it frustrated you that much, but I know what you mean; I've played more than one game where I've felt so let down (Might and Magic IX springs to mind ;)) that I had to say something LOL!Ã,  Also, I don't mind if people don't like my stuff; what upsets me is when I get really bad ratings/reviews and nobody tells me why.Ã,  How'm I supposed to learn from my mistakes when I don't know what they are? :P

Quote from: Momo on Sun 23/05/2004 06:08:08About the conversations, well I'm not one to say but I don't think it should work that way in adventure games, or games in general. Maybe you should have people change their scripts during different parts of the game, and not remain silent all throughout after talking to them once. If the information is vital, you should be able to go to revise it again in case you forget. About "being helpful", maybe it's me, but I thought nobody had something worthwhile that would be of help to the quest, and was just useless banter. I always felt lost most of time, going to HQ and back to the Underground and any other location, seeing if I've had missed anything.

Actually, the characters' script does change during the game...at least, the important ones.Ã,  There are one or two 'red herring' NPCs (Sue, Razor, Stella etc) but the script for what I think of as the 'main characters' (Sanders, Luke et al) does update as you do things throughout the game.

Quote from: Momo on Sun 23/05/2004 06:08:08Like when I knew I had to meet a contact in Libria, I was puzzled on how to get there (didn't take the assassination note). What was the link between getting there and the assassination? Maybe in these cases, you could ask people and they should point out some clues. That would have been helpful. As I a said, I never had a sense of what I should be doing next most of the time.

I'm very reluctant to make it too easy, where all you need to do is talk to the right person.Ã,  I've played too many games like that; talk to someone and they give you chapter and verse of what you need to do next, where you need to do it and who you need to talk to next.  Bear in mind the story; given these people are suspicious and don't know you, they're probably not likely to spill all their deepest secrets ;) The sequel should be a little clearer though *crosses fingers*

The link between getting to Libria and the assassination...okay, maybe I could have made that slightly clearer.Ã,  You say you've seen Equilibrium so you know how important Preston would be ;) If you reread the notice asking for help again, then the note about the assassination, you'll see that they're both to take place during the same night.Ã,  You'd be in Libria when it's going through, therefore you have to do something about it before you leave.Ã,  Uh.Ã,  Does that make any more sense? :)

Quote from: Momo on Sun 23/05/2004 06:08:08Again about the dead body and stuff, I'm certain there are players like me that like to check stuff more than once, and sometimes after certain situations. In case of the body, I thought maybe I could find something else on it I haven't found the first time.

I think if you search the body while you have the guns or rope and/or the rubble all the time you have the bone or bottle, you'll get a message saying that there's nothing else to be found there, which is why it was a little puzzling to me that you'd search it again later.Ã,  Next time Roz searches a body I think I'll just have her drag it offscreen and bury it LOL!

Quote from: Momo on Sun 23/05/2004 06:08:08Anyways thanks for taking my criticism and being a sport. And if you ever needed someone to test your game, I would be more than glad to lend a hand. :)

Careful, or I might just take you up on that offer as soon as I've found enough people to do the voices LOL! Seriously though, would you?Ã,  The others I used for the first one were great but they were more interested in actually playing the game than trying to break it :P
#253
Hints & Tips / Re: Equilibrum
Sat 22/05/2004 21:52:54
Quote from: Primus on Sat 22/05/2004 20:51:25
Hi, JudasFMÃ,  :D:

For a first game, Out of Time - Equilibrium is excellent in most aspects.

Please check a walkthru of your game:
http://www.agagames.com/agswalkthroughs/soldb.php?cmd=showGame&id=97

Hi Primus!  Thanks for your comments; I'm glad you enjoyed it (bugs and all LOL!) I did check the walkthru ages ago, but my PC got whacked by a massive virus and I'm only just getting back on an even footing ::)

Quote from: Primus on Sat 22/05/2004 20:51:25
It has a list of bugs I detected myself when playing it. The comments in the beginning, sorry, I loved playing your game, but after having to go to a certain very away place for the sixth time and coming back, connected to a few annoying bugs, well, I started becoming stressed (my left eye started winking, my hands shaking, hehehe - Just jokingÃ,  ;)

Oh god, you think I didn't? LOL! I didn't fully appreciate it until I was testing the whole thing; I was using debug keys right up until the end when I thought I'd play it as the player would.  By the third time I had to go all the way back to that place and come all the way back AGAIN, I was climbing the walls myself.  The sequel has a better interaction menu (right click...a little like the later Monkey Island games) and I also put the map in with kind of 'hotspots'; the player will need to walk to the spot initially to activate it on the map, but then they can just use the map to go straight there.

Quote from: Primus on Sat 22/05/2004 20:51:25Feel free to suggest or order - you're the copyright owner of the game, anyway - changes or even deleting it from there.

So, that tape... I suppose I must add a few more writing to the walkthru, as I thought I had finished it without needing it, so I though it was a red herring... Didn't see the movie, sorry.

I tried to make it so that people who hadn't seen the movie could still play and complete the game, even if some things may not make sense.  A lot of things seem red herrings but aren't, and vice versa.  I was going to put a points system in so the player would know they'd missed something (extra phone calls, freeing prisoners etc) but that came up just before the game was finished and I was getting tired of it.  For some reason, my version of AGS likes to take it upon itself to spontaneously erase chunks of sprite files and it wasn't until it was very close to the end that I got my spare PC up and running and could make backups (there wasn't enough room on my original hard drive).  Once it was finished, my first thought was to get it out and distributed before it could screw it up any more ;)

The cassette thing is so obscure, I think if I'd made it compulsory I would have been roasted alive :P There is only one real object in the game which serves absolutely no purpose and that's the bottle.  The coin and slip of paper you get from the entrance to the Underground...you can't use them, but for some reason the walkable areas didn't work on that room.  I tried and tried but couldn't fix it-they worked fine everywhere else-so in the end I made them conditional on those two inventory items.

Checking the walkthrough, you seem to have covered pretty much everything.  There is one thing I would really, really like you to change though: in the beginning when you say Rosaline enters the world through a pass of magic.  I know it seems that way when playing the game, but the ring she puts on really isn't magic.  It's going to be a fairly major part of the sequel and the player will find out the absolute truth in the third game, so I don't want to say what it is, but please can you change that part about magic?  Thanks :)
#254
Hints & Tips / Re: Equilibrum
Sat 22/05/2004 20:03:58
Quote from: momo on Fri 21/05/2004 06:11:02
I played through this game just cause I like the movie, and I have to say that the game, though enjoyable for a while, sucked.

And how most of the time, the game lacks any sense of direction or objective, and that all the people aren't that helpful enough and once you talk to them once and deplete all the discussion paths, you can't have the same conversations again. Oh, and the ability to get items more than once, like the bone, and guns and pass.

Not to add the bugs, like the ones in the tunnels, or the disappearing inventory if you use the red card on yourself for example.


Okay, first please bear in mind this was my first ever attempt at making a game, so there are bound to be some bloopers in it, though thanks for pointing them out :) I did use quite a few playtesters (see the credits) but all of them came back with little or no bugs and the few they did report came too late.

To be honest, I've no idea what happened in the tunnel system (and I'm thinking of adding that to my signature).Ã,  I checked and double-checked the script and there were no lines relating to moving that character in that room.

The reason the people didn't leave the bunk room was because they weren't actual NPCs, but part of the background itself, so I couldn't move them like the others.Ã,  (And okay, so I screwed up with Jo still being there...my bad :-\)

Using the red card on yourself...that's something I honestly thought I'd taken out before distributing the game.Ã,  It doesn't delete your inventory; it switches the player character to Sparkplug who, of course, has no inventory, or at least, nothing in it.Ã,  I only put that in so I could test the script and like I say, I was sure I'd taken it out.Ã,  Again my mistake.

No, you can't have the same conversation again.Ã,  How often in real life do you go up to someone and repeat yourself five or six times?Ã,  The dialogue wasn't vital to the game other than running scripts (the password etc) and so there was no real reason to keep it in.Ã,  People not being helpful enough?Ã,  I'm not sure how you define 'helpful' (unless you mean having to trek all the way from the entrance to the hideout and back again just to get the password...okay, I admit that was irritating.Ã,  If it's any consolation, I've got a map idea worked out for the sequel so you can jump around far more easily.)

Lacks direction and objective?Ã,  Um.Ã,  What exactly do you mean by that?Ã,  The direction's pretty clear from where I'm standing; you talk to a few characters and you know what you need to do next.Ã,  Objective...alright, perhaps I should have been slightly clearer in the readme file.Ã,  This is the first one in a trilogy.Ã,  You're not going to finish all the puzzles in this game because there's more to come.

I had no idea you could get the pass more than once, unless you mean that slip of paper that comes out when you insert the keycard?Ã,  In which case...it's a little like a receipt on a till; if you keep punching the buttons, you'll keep getting the paper out.Ã,  The bone...okay, I admit I should have done something about that.Ã,  Same with the guns.Ã,  To be honest, it never occurred to me that anyone would search the dead body a second time.Ã,  What's the point behind it?Ã,  Someone came and hid their possessions on some dead guy? ??? I don't get it.

All that aside, I admit I screwed up on those and should have allowed for them.Ã,  My bad :-[ I would like to say thanks for your comments though (no, I'm not being sarcastic!)Ã,  I've had people vote this game down but nobody's ever told me which bugs or bloopers needed work.  At least now I have some kind of starting block :)

I've got a far better grip on it this time and hopefully the sequel will be much better :)

Oh, and Cece, about that cassette recorder:

Spoiler
It's based kind of on an idea from the movie itself...when you're in the Tetra Grammaton cell, put it on the bench and start playing.Ã,  It'll draw the Cleric and sweepers away from the office to it and you can get into the security room and free the prisoners.
[close]
#255
Hints & Tips / Re:Equilibrum
Thu 15/04/2004 12:26:07
Quote from: jane on Thu 15/04/2004 11:17:13
Sorry about 'funny ending' comments...................but I I get knocked on head.................the end appears and then restore button pops up..............so a bit surprised at how the game ended and whether I had completed it right?  :-\

LOL Okay, I can see a lot of people coming back to me with the same comment so I think I'll clear it up right here and now :P

Yes, the ending is a little...abrupt.  It's supposed to be.  If you see The End appear, you've done it right; it won't appear on any of the death screens.

Please keep one thing in mind; this game is the first in a trilogy, so it's supposed to leave a whole lot of loose ends to be tied up ;) After all, if it all came right in the end, there would be no sequel potential ;)
#256
Hints & Tips / Re:Equilibrum
Thu 15/04/2004 09:14:54
Quote from: jane on Wed 14/04/2004 22:02:34
Think I've gone wrong somewhere............
Spoiler
got to palace and used gun on fax machine but I then get a funny ending.  After reading previous comments I think I should have a crowbar - where will I find that and I haven't used cassette or fish????
[close]

What do you mean a funny ending?  Using the cassette and fish and getting the crowbar are all sort of extras;
Spoiler
if you're already in the Palace of Justice it's too late to use the cassette, same goes for the crowbar (which is in the tunnel system)
[close]

Porchbeast, I'm not sure about your post.  The only thing I can think of with the save games is that perhaps you don't have enough memory on your system?  Also, using the cassette recorder on Roz...I don't know what happened there, it wasn't something I wrote in ??? Still, thanks for the tipoff :)
#257
Hints & Tips / Re:Equilibrum
Sat 10/04/2004 16:42:26
Hi Potch!  No, I don't mind; suggestions are always welcome ;D Let's see...

I did actually write a document to go along with this game explaining one or two things (basically in the form of a diary of one of the characters) but this wasn't included in the final version, mostly because it would give too much of the plot/story away.  I might well put something like it in the sequel...though please bear in mind that Out of Time was written for the Equilibrium fans and their website first, and AGS second :P I do still have that document though, so maybe in the future...

Rosaline's walking pace (I don't know why everyone keeps calling her Rosemary LOL!)...yep, there was a lot of walking between scenes.  I know how you felt; during the final testing that was without debug mode I was almost ready to throw something :P The sequel will certainly have a map kind of thing; also, (hopefully) thanks to Worldbuilder and Poser, the graphics and animations will be far more superior.  And there won't be so much walking between scenes unless you want to...right now the plan is that Rosaline's going to have some kind of map you can use from anywhere to go to anywhere.  There'll still be a fair amount of walking involved but not as much as in this one.  On that subject, though, I didn't feel Rosaline's animation was particularly slow...like you said, maybe it's your computer, or maybe I just got used to it ;) If I can figure out how, she might be able to run in the next one (kind of like in Longest Journey; the player single clicks to walk, double clicks to run).  Sequel screenshots on the way soon ;D
#258
Hints & Tips / Re:Equilibrum
Thu 08/04/2004 13:39:12
What do you mean by the first tunnel room?  As far as I know (in testing and in replies by other people) it only occurs when you try to LEAVE the tunnels.  As for playing through as Rosaline not working, well, that's very strange; once I passed that tip on to other people who had the same problems, it sorted it out just fine for them.  That doesn't necessarily mean you won't get the message; it just means you're far less likely to.
#259
Hints & Tips / Re:Equilibrum
Thu 08/04/2004 10:26:52
Quote from: Nostradamus on Thu 08/04/2004 08:06:47
Hey Ida got hints and my question got totally ignored!

Not true; reread some previous posts-I gave you hints as well :P

Quote from: Nostradamus on Thu 08/04/2004 08:06:47P.S. Why don't you just release a walkthrough?  A lot of people get stuck in this game, at least it will make it easier for you

I know, but then it would make it too easy ;) Besides, I love working out hints :P I'm thinking of making a website with games I do; maybe if I do I'll put one on there.
#260
Hints & Tips / Re:Equilibrum
Wed 07/04/2004 19:11:03
Quote from: shax on Wed 07/04/2004 13:47:06
absolutely one of the best games i have played and definetly THE best i have played for a long time.

very very highly recommended.

a big thank you to judas who like the other game developers churn out free games for us to enjoy.

just finished the game. thanx maggie. i played with roz througout the tunnels and had no probs. no crashing etc. BUT! when i got into liberia instead of going to the palace i decided to go south and explore. at that point it crashed so be careful.

*big smile* Thanks Shax; it's always great to know my work is  appreciated.  The sequel is on its way...I'm not sure how long it'll take.  It's been put on hold until after Easter 'cause hopefully I'm getting WorldBuilder Pro for my Easter prezzie...fingers crossed I can really crank out some nifty backgrounds 8)
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