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Messages - Kinoko

#2581
Now THAT'S impressive. Which 'certain' game was that?
#2582
The Rumpus Room / Re:Sam and Max Cancelled!
Thu 04/03/2004 15:04:52
God, the fact that a company that used to be one of the only truly decent game producers out there has turned to such shit and still exists is incredibly disappointing. Oh, how I would have LOVED another Sam and Max game. As long as it -was- going to be decent in the first place...

Remixor, I loved your letter (if only they'd listen!) but I just don't have much hope of it being read. I've written a couple of similar things to companies like this before and you're lucky if some unimportant lacky skims the first line. If they don't see a "You are a BRILLIANT company and I want to buy a MILLION SHARES and suck ALL of your extremeties" in the subject line, it probably goes straight into the old trash can. Mind you, that's no reason to stop. I'd love to see these people bombarded with constructive hate mail and criticism when bad decisions like this are made. They need to learn.

Why won't they learn??

One other reason so many shithouse games are coming out these days is due to gaming being so mainstream these days. It was probably much more -loved- a decade ago because back then it was only people who really had an interest in it (and hence, had standards) who were into it. These days, it's just the "thing" to have a shitty PSX and a bunch of utterly mediocre-yet-suped-up PC games. Looking at the "classics" aisle in my local gaming stores these days is the most depressing thing. I want to see "The Kyrandia collection!" and "Best of seirra!" and the like, but instead am faced with the previous year's Tiger Woods game.

How many webpages do you find on the net dedicated to rabid adventure game fans starving for more and in desperation, playing their old favourites 1000 times over, as opposed to webpages dedicated to mad ... same-game-released-every-year-with-slightly-updated-sound-bytes sports/FPS games.

I don't want to know that answer if it's not what I think.

Also, I'd be all for fans (skilled fans, mind you) making their own version of a Sam and Max game, but -only- if Steve Purcell himself were on the project. Which in all likeliness he wouldn't be.

The ridiculous thing is going out and seeing a whole shelf in a gaming store dedicated to unbelievably crappy looking gambling/board-game based games. If THEY can get produced and are apparently worthy of shelf space, why not a simple yet loved-filled adventure game? Maybe if the game market weren't so crammed full of stuff, quality might be able to sneak its way in.
#2583
My game's getting pretty closed to being finished and I've been having a look at my game statistics. Even though I'm nowhere near going over the 2000 allowed dialogue messages, I'm much closer to that than any other statistic. I've used around 700 in my game, and although that's not even half, it just seems to me that people who would be making larger games than me (because I'd only consider mine to be of medium length at this stage) might run into this problem.

Again, not anywhere near being a problem for me, but it just seems like the sort of thing that -could- be a problem, as opposed to the possibility of someone coming anywhere near the 15,000 available sprite slots, or 500 sprite folders. ^_^ HAS anyone ever done that?
#2584
Is it possible to have a character talking in the background of a room and also have their talking animation going?
#2585
Righteo. The saga continues...

I created another game and created the basics of the room from scratch with all I needed to run the functions I wanted. Worked like a charm. I didn't include any of the BG timer code.

I went back to my actual game, got rid of all traces of that code from this particular room and tried again. I still had the problem of it not working if I walked into the room through normal gameplay, but working perfectly (functions being executed while BG animates) if I just teleported into the room.

It would always work in normal gameplay if I moved the character a little closer to the object though. Through a whole bunch of testing, I've realised what the problem was (but not really why this is a problem).

In that room, I have 3 regions on the floor (left, centre and right) so I can shift one characters eyes as my player character moves across the room. If I was on the same region as the object my character had to interact with, no problems. Everytime the character moved to another region (causing a FaceLocation function to occur in the other character), the sequence would finish one more function and then freeze.

So... I don't understand why fully, but the calling of another function in the middle of my sequence was interrupting it. Got rid of the regions on the floor, no more problems.

I'm really sorry you went to all the trouble of writing that big code explanation, but it DID help because I still use that code in another room :)

The only problem I have now is the BG animation stopping when options come up in a dialog. However, if there's no solution to this one, I can live with it.

THANKYOU again! ^_^
#2586
Wow, thanks for the big description, Rick ^_^ (I feel so loved)

This is the original thread: http://www.adventuregamestudio.co.uk/yabb/index.php?board=6;action=display;threadid=11430

After all this, that particular room worked fine so I never had to think about the code again.

I'll have to read everything you said tomorrow though as uni has left me dead for now. Will get back to you tomorrow anyway, but thanks!

EDIT: The stupidest thing just happened. For some unbelievable reason, it now works. All I did was comment out all of that bg-related script and it works. It honestly just kept freezing before I put any of it in before! Oh, I feel a fool :)

I do still have the problem of the bg animation freezing when options in a dialog are presented to me. Any ideas on that one? ^_^ I really appreciate your help so far, so thanks a lot anyway.

EDIT 2: Just tried it again in general gameplay. It DOES freeze (the original bunch of actions after "any click" on a particular object) but only, it seems, when I enter the room normally through other rooms in normal gameplay. If I just make the game start in this room, and then I click on the object, the whole sequence works fine.

I don't know if this will just confuse matters further or make something clear.
#2587
Oooooh, I'm downloading it as we .... as I type! ^_^ Can't wait! Well, I can I suppose...


By the way, has anyone seen this? -
http://maddox.xmission.com/c.cgi?u=garfield_sucks

I'm a Garfield fan but... I just love this comic to death :) No matter how many times I look at it, it still almost brings tears to my eyes.


Did you draw EACH individual leaf on those trees or did you just use some sort of clever duplification tool?
#2588
Well, this is the code given to me by others to solve the animating background problem I had earlier with blocking functions clashing with the bg animating.

Even when I take ALL that extra code away, and simply have a MoveCharacter function on "any click", and the standard animated background (without any scripting, just importing them into the room), the same thing happens. Actually, that's why I put the code there because I thought it would solve the problem by allowing functions to happen while the bg animated.

I've also noticed that the background stops animating and freezes (but doesn't freeze the game) when I'm having a conversation with a character and I get dialog options come up.

Whether it's a messy way of doing it or not (I don't know any other way), to my knowledge, it should be working. I just don't understand what's wrong.
#2589
I'm not disagreeing with the system, I think it works pretty well the way it is. It's just the "four hours" bit that seemed a bit excessive to me if we're comparing commercial games, particularly the older ones like Monkey Island. I can finish that game in less than 3 hours easily @_@ I suppose someone playing for the first time will take much longer but... I don't know. 4 hours just seems like longer than most of the old adventure games I remember playing took me. Admittedly though, not the first time playing... so I suppose that's the point.
#2590
Yep. That particular script is in the interaction editor for any click on that particular object.
#2591
I was gonna enter, and then I saw your entry, Gilbot ^_^ Damn!

I'm gonna have to go away and have a bit more of a think before I can come up with something that spiffy.
#2592
I've got an animated background in one of my rooms that seems to dislike one of my animated sequences. I just -cannot- figure out what's wrong with the code, though I know it's probably something glaringly obvious. The code doesn't seem to like any blocking functions, and at the moment, it keeps freezing on the "int waitimer=100;" line. Here's the code, please let me know what stupid thing I've done wrong! ^_^


At the top of the room script:

int bgtimer,curbg;
int bgdelay[4];


First time player enter's screen:

bgdelay[ 0 ]=5;
bgdelay[1]=5;
bgdelay[2]=5;
bgdelay[3]=5;
curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];


Repeatedly Execute:

bgtimer--;
if (bgtimer==0) {
curbg++;
if (curbg>3) curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];
}


Function for object:

int waitimer=100;
while (waitimer){
Wait(1);
object0_a();
waitimer--;
}

waitimer=100;
int handle;
handle=MoveCharacterToObject (EGO, 3);
while (waitimer){
Wait(1);
object0_a();
waitimer--;
}
#2593
Thanks for that Proskrito ^_^
#2594
General Discussion / Re:monkey island remake
Thu 26/02/2004 13:27:28
I totally agree with everyone who has said "Don't!". MI is perfect. There's just no point making it again. It'd only look dicky in a much higher resolution anyway. Simple graphics done well should be celebrated and cherished! ^_^ It's a lost art...
#2595
Critics' Lounge / Re:Web shite design :-*
Thu 26/02/2004 04:08:54
The only suggestion that jumps out at me is to spell "cuming" the right way. I don't know, maybe it's just me and my dirty mind but that spelling brings things other than arriving at a destination to mind. Plus, I just really, really hate bad spelling ^^
#2596
Also, do you know where I can get ahold of the original Mi2 font files? I can use the new ones from the page you just gave me, but I'm still missing the "credit" style font.  

Damn that 'revert to defaults' button!
#2597
You big, beautiful champion, Scummbuddy! ^_^ Thanks heaps!

If I ever come into possession of a life time supply of monkey fat, it's yours, man.

EDIT: I'm not sure what the problem here is exactly, but I'm using the font for the outlines (speech) text, font 203, and in game, I'm getting a normal sized outline and small inside text that doesn't fit with the outline. It's basically the same size as the normal font.
#2598
Aww - but I can't! The RSPCA have me on their files now!
#2599
I'm looking for a modified version of the standard Mi2 fonts that come with the Lucasarts MI2 template. Basically, I need the character $ and # instead of any of the non-English letters.

Does anyone know where I can get one?

(OR alternatively, if someone feels like modifying the font in this way FOR me, I guarantee you a spot in my game credits and a life time supply of monkey fat).

DISCLAIMER: Guarantee of monkey fat not a real guarantee.
#2600
I just downloaded your trailer - I like, I like! Very nice atmosphere... well done. If the rest of the game retains that feeling, it'll be great.
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