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Messages - Kinoko

#2621
I'm using the MI template, but I'd like to stop characters turning to face the player character when I look at them. Is this a part of the MI template or a general AGS function? If it's the template, how do I turn it off?

Thanks
#2622
Despite me being relatively new here and not really knowing anyone yet, and despite the fact that Farlander's avatar is a fish from a movie I'm sick to death of hearing about, I love him because his name doesn't have a 'q' in it. Honestly, people with "that letter" in their names really piss me off. How DARE they?? I think it's tasteless and quite frankly, offensive to certain minority groups.

So I take my hat off to you, Farlander. You may be a complete and utter bastard, but thankyou for being sensitive to those of us who have issues with the 'q'.
#2623
Thanks for that. I found the line:

function dialog_request (int parameter) {

so I basically combined them (with no real scripting knowledge) like this:

function dialog_request (int parameter) {

if (parameter == 1) {
 
FaceLocation (FISHER, 120, 140);
SetCharacterViewEx (FISHER, 31, 3, ALIGN_CENTRE);
AnimateCharacterEx (FISHER, 3, 5, 0, 0, 1);
SetCharacterViewEx (FISHER, 31, 0, ALIGN_CENTRE);
}

}

The game worked fine with no errors (though I still can't be sure if what I did will have any other effects I just don't know about yet) but the animation still didn't work.

Then I realised I had stuck the "run-script 1" line AFTER the "stop" line in my dialog. I fixed that and it works fine now, so thanks! ^^ Though if anyone has any information on whether what I changed in the global script will have any other bad effects or not, please let me know.
#2624
I'd like to have an interaction where if I talk to a character, a dialogue is run, but after the dialogue stops, an animation is run. I know that the 'run dialogue' interaction is run last and even after reading a thread where this problem was addressed for someone else, that solution doesn't work for me.

Basically, I put "run-script 1" at the end of my dialogue, and then:

function dialog_request(int value) {

if (value == 1) {

FaceLocation (FISHER, 120, 140);
SetCharacterViewEx (FISHER, 31, 3, ALIGN_CENTRE);
AnimateCharacterEx (FISHER, 3, 5, 0, 0, 1);
}

}



at the end of my global script. It's telling me that dialogue_request is already defined.
#2625
I really like the sound of your description. You have a good grasp on humour, so I'm sure it'll be a worthwhile game for me to get excited about ^_^ "Massacreville" .. ahh. I love it.
#2626
*bump*

Can anyone else offer any ideas here? Please?? ^^
#2627
I know it's been said before but I just love your disguised Cherry sprite ^_^ Especially the first one. Good stuff, I'm looking forward to playing a game with such a great name for it's player character.
#2628
There are more. I have one that isn't any of those but... are the ones you have "The Lost Files of Sherlock Holmes"? Because there are a lot of other Sherlock Holmes games out there. I haven't played them so I'm not sure how different they are.

The one I have is a "Lost Files" called "The Case of the Serrated Scalpel". There's also one called "The Case of the Rose Tattoo" but I've never seen it around.
#2629
Wow, I mean, I LOVED Grim Fandango (in fact, the box has been staring at me for days, begging me to stop making my own game and play it through again), it's by far one of the best modern games around... but my favourite adventure game of all time could never be a modern game. It has to be Monkey Island 1. It's never ever lost it's charm for me and it was such a big influence on game style and humour.

One thing that makes me a little sad is that NOONE (that I've seen) has mentioned Simon the Sorceror. I love that game to death, in particular the second one. As a personal favourite (though not "best of all time") it would probably have to be at least in my top 5.

I think the first 2 Monkey Island games (the only ones I truly consider to be MI games), the first 2 Quest for Glory games.. these all deserve mentions. I find it harder to pick out individual games from the SQ, LSL and KQ games... I think they do better as whole series' rather than picking out one that stands above the rest.

Hehe, LSL never makes it to these lists but I adored them when I was growing up.

Oh, and Lure of the Temptress was better than Steel Sky ^_- ....and just for good measure, some more name dropping: Sam and Max and DOTT!
#2630
I personally loved Loom and The Dig, so I have to voice my disagreement with them being anywhere on is thread. Worst adventure game of all time? No no no. I didn't like Escape from Delirium either but I still wouldn't put it anywhere near this list. There are some REALLY bad, crappy games out there.

Also, to whoever bagged the Lost Files of Sherlock Holmes ... take yourself into a corner and whip yourself with a dead cobra! It's a great game ^^ You just have to be a fan of either Holmes himself or good, detailed description. I have no problem with any detective style adventure game, in fact, there aren't nearly enough.
#2633
I recently had problems with "look" functions being read as "walk to" instead, so I downloaded the new MI2 template and noticed the problem seemed to be fixed. When I tested my game later, and tried looking at a bunch of hotspots, the same old problem seemed to be back.

I've noticed that it's only a bunch of 5 hotspots, all physically (sortof) near each other that are doing it, and every other hotspot in the game is fine. Given this, I doubt it's a problem with the template. However, I can't see a single thing that's different about these particular hotspots, and I can't think of an reason why something should be stopping them working. They're essentially the same as every other hotspot in this particular room.

The only thing that makes me suspicious that there's some obvious thing I can't see myself is that they are all reasonably near each other (though not numerically in order, and not any closer than any other hotspots) but I can't think of why that would matter.

Any ideas, anyone? Or does this sound like some kind of bug?
#2634
It actually took me awhile to figure out what the word was ^^; Mostly because I thought your post was a joke at the start. It clicked though, I get it. That sounds REALLY annoying. I can't really offer any help because you've already done the things I would suggest, but you have my sympathy. I've been in situations where some weird unexplainable crap happens that noone can help you with. It sucks.
#2635
I think CJ's default stuff is fine. Not good, but -fine-, because it serves it's purpose. I mean, I wouldn't be upset if the graphics were updated either, I'm not going to get depressed about this.

I just think that they do a good job of showing you a very basic idea of what you can do. Like others have said before me, most people will be looking at other games for ideas, or will muck around with the program and figure out it's capabilities on their own, or will be too crazed with their own already formulated plan for a game that they won't need to see what the software can do - they will MAKE it do what they want regardless (like me!).

My main reason for liking the graphics as they are is they they AREN'T great. Let's face it, when you make your first game, you like to imagine it's a fantastic masterpiece, and the shittier (no offense CJ) the default graphics are, the better you're going to feel about how good your own look in comparison. If the demo was Monkey Island 2 or something (er, like the Mi2 template), I'd get all depressed about how my backgrounds will never ever look anything like that, and some less motivated users might cry and give up.

In a way, that would be good because it would weed out the unpassionate...... but really, I think I like them the way they are.

ESPECIALLY the blue cup. Don't ANYONE go updating the blue cup. I love it.

If you update the demo graphics though, like I said, I won't really care :P I felt they deserved to be defended some more though.
#2636
He might. It's a very SEXY adventure game.
#2637
If you want to create an intro sequence, you're going to have to do a bit of scripting.

What you need to do to start though is decide which room the intro will start in, and put that room number in your player character's "starting room" box (in the "Characters" section - duh). After that, you're going to have to go to that room, use the interaction editor, click on "first time player enters screen" (assuming you want to go back to that room in the course of the game), choose 'run script' as the action and then..... write the script for your intro.

That's a basic way of explaining it. There are other ways but that would be what you wanna do assuming you want a fairly standard sort of intro. There are plenty of scripting tutorials around the place (I'd suggest checking the sticky threads at the top of this forum) and a basic introduction to it in the help files of the program. Almost everything you need to know is in the help files actually, you just have to read through the function lists, learn what's available to you, and have a really good think about exactly what you want to happen in your intro.
#2638
... and hurrah! A Zapp fan! ^_- Cool, man.
#2639
I really think I can get this finished in about a month. I'm on my uni holidays so I have nothing else to do essentially. It was only ever intended as a "summer holidays" project.

I'm glad people think it looks MI-ish - that's a real compliment ^^ It's definitely the style I was going for too, though obviously not in every aspect because I have to do things in my own style too.

The limited release was a joke, though I didn't want to have to explain that :P

Thanks everyone for the interest and ... other stuff!
#2640
Well, it was just an example of how silly some of the things that would blow the house up were. There was definitely something you could do to the vase on the piano that would blow the house up.
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