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Messages - Klytos

#41
Yeah you did strike a nerve. You phrase every crit about our game as an attack. Calling things "bullshit" isn't constructive. It's rude. That's why you struck a nerve. Whats to be honest about Radiant?

I understand people will complain about bugs, especially when there's a few of them. I expected that. What I didn't expect was blatant attacks from you because ... I don't know why to be honest ... what you're talking about in your post is the "press release", not the game. The part of the release that was refered to was this.

QuoteUnfortunately, due to the advances made in computer technology over the last twenty years, such classic games no longer run on the modern computer. It was with this in mind that Infamous Adventures decided to remake this game, bringing it up to the quality of Kings Quest 5 & 6.

Whats wrong with anything that's been said there. You copy KQ3 AGI to a computer running XP and nothing will happen. It won't work. Unless you use emulation. I just confirmed this again myself, and I'm running XP on a PIII 1.0Ghz.
#42
QuoteI call bullshit. All AGI games run perfectly fine on all modern PCs, and with the several free interpreters available they also run perfectly fine on Macs, Linuxes and Gameboys. Even getting KQ5/6 to run isn't all that hard.

Yes, AGI and most other DOS games will work on modern computers with the use of emulators such as DOSBox. I know this, I think most people who post around here would know this. But we're a minority of people, we're all HUGE fans of adventure games. Some people just think they're cool and would like to play them without all the bother.

Average Joe on the street doesn't know what an emulator is, let alone want to use one to make a decades old game work. We made this game because we like it, and new people may want to play it without having to go through the bother of DOSBox or VDMSound. Sure, it's easy for us computer nerds, but average people don't want to waste the time.

It's perfectly fine to sit there and make comments like that Radiant, I'm sure the whole world looks very small from way up in your ivory tower. But let me ask you, all your snide comments from the sidelines aside, have you done anything? We may have released a game with some bugs and some changes to how things were done in the original, but we finished something. Hows YOUR KQ3 coming along? ATOTK, hows that coming along?
#43
Seems to work great now, well done. Thanks.
#44
Quote from: Hammerite on Fri 23/09/2005 21:19:36
Hurrah! By the way, how's Quest For Infamy going?


Quest for Infamy is moving along nicely. There's no finish date in mind yet, but the groundwork has all been done. The battle / stat engine has been coded, the backgrounds are done, there's a lot of animation work to do as usual, and a lot of other things too.
#45
Advanced Technical Forum / Re: Parser Question
Sat 17/09/2005 04:33:33
Quote from: strazer on Fri 16/09/2005 15:45:17
Have you also tried magintz's Text Parser Template (download link fixed)?

No. Thanks for the fix on the link.

EDIT : Worked like a charm. Simple, like I need what with being slightly dumb. So thanks.

Quote from: Rui "Brisby" Pires (a Furry) on Fri 16/09/2005 22:26:05
Or my own SQ2 template. Or my LSL7 template. But my templates are very messy... anyway, you'll find them in http://www.freewebs.com/skimbleshanks/

Or, you can also try the SQ3 template. Same link.

Thanks, I'll have a play around with those. I always loved the LSL7 interface.
#46
I've hunted around the forums and through the manual and I can't figure out how to get the parser working in a fairly simple way. Maybe I'm just tired (but it's only 1230am so I wouldn't think so....  ;D)

All I want to do is have a character interaction set up as normal. Click the eye or the hand and it will display a standard response using the Display("") command. What I want to happen is when I click the talk icon on a person it will bring up the parser interface and the appropriate Display("")'s will happen from there, depending on what is typed in.

Any help would be greatly appreciated.

Oh, I've checked out Demo Quest 3 and I have played around with both the AGI and the SCI parser's in there, but that is too complicated for what I want.
#47
General Discussion / Re: The Ashes 2005
Wed 14/09/2005 14:01:55
We gotta give the poms something once in a while...
#48
I'm glad you're keeping it. Personally it was one of my favorite parts of the game, even though I completely agree that it had nothing to do with the plot and was out of place.
#49
General Discussion / Re: The Ashes 2005
Tue 13/09/2005 09:39:37
It was a good series. In fact, probably restored my belief in cricket being a great game.
#50
It'll be nice to see them re-released but I doubt it's legit.
#51
Thanks for these. I've read the first two and very interesting. Cheers.
#52
I can't use the word "rubber" at work cause of the childish teenage girls, it's an "eraser".

Quote from: Zooty on Sat 10/09/2005 17:22:04
Aslo, i got told i am not aloud to say that someone who is gay, is gay. Surely it makes a bigger deal out of it to say that this is my homosexual friend! (obviously that is NOT how i introduce him)

That, Zooty, is political correctness gone stupid. I hear that all the time, but I've got gay friends who call themselves a lot worse than that. Sometimes it's all in the way you use a word, not the actual word itself. In the case of "gay" I think it's how it's used.
#54
/// The hijacking scene is too "touchy" these days.  It's funny, I am, in fact, adding
/// scenes to include the Bomb-puzzle.

I don't think the hijacking scene would be too touchy. It's in the original, I don't get flashbacks of 9/11 when I play the game. Why change something that worked so well in the original game?
#55
Advanced Technical Forum / Re: Error in AGS
Wed 24/08/2005 07:25:23
Gilbot, you've solved my problem.

Originally I had QFG4-style dialog, so the portraits were full screen (320 x 200). Recently I changed that back to Sierra Style with Window. A quick change to the character settings and the problem is all fixed. It was simply that character hadn't had his talking animation changed yet.

Thanks for all your help everyone. It's appreciated.

Klytos
#56
Advanced Technical Forum / Re: Error in AGS
Tue 23/08/2005 12:44:49
Yes, if I remove the code between the
// ***************************************
then it works fine. And that's what I don't understand because it used to work fine and I went to play that room the other day and it just didn't work. I tracked it down to that bit of code by commenting out everything then putting bits back in till it crashed again.
#57
Advanced Technical Forum / Re: Error in AGS
Tue 23/08/2005 07:52:38
Good idea, I tried that but still no luck. Any other suggestions?
#58
CJ,

Got a major problem happening with my game. I keep getting this error code

---------------------------
Adventure Game Studio
---------------------------
An internal error has occured. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.70.861)

Error: Out of memory: failed to allocate -492 bytes (at PP=155)

---------------------------
OK   
---------------------------

I haven't changed the code for this room or the global script and it previously worked perfectly. I've tracked it down to a portion of the code where this crash is caused but I can't see why it would happen, as I said nothing's been changed. Thanks for your help!

Klytos

Here's the code for the room (it's in the first time a player enters screen dialog)...

int job=Random(3);

Wait(20);
StopMoving(EGO);
character[BADDY].room = character[EGO].room;
character[BADDY].x = 87;
character[BADDY].y = 93;
PlaySound(5);
AnimateCharacterEx(BADDY, 4, 0, 0, 0, 1);
ReleaseCharacterView(BADDY);
FaceCharacter(BADDY, EGO);
Wait(100);

// *************************************************************
// THIS IS WHERE THE PROBLEM OCCOURS, WHEN THE RANDOM INT KICKS IN...

if (job == 0) {
   DisplaySpeech(BADDY, "&1 What are you doing out here?");
   SetGlobalInt(1, 1);
   SetGlobalInt(3, 0); }
   
if (job == 1) {
   DisplaySpeech(BADDY, "&2 That's it! You're dead meat!");
   SetGlobalInt(1, 1);
   SetGlobalInt(3, 1); }

else if (job == 2) {
   DisplaySpeech(BADDY, "&3 Die you little tree-hugger!");
   SetGlobalInt(1, 1);
   SetGlobalInt(3, 2); }
else if (job == 3) {
   DisplaySpeech(BADDY, "&4 Fuck off you little shit!");
   SetGlobalInt(1, 1);
   SetGlobalInt(3, 3); }

// *************************************************************
// *************************************************************

SetGlobalInt(2, 1);
Wait(10);
PlaySound(6);
AnimateCharacterEx(BADDY, 4, 0, 0, 1, 1);
Wait(1);
character[BADDY].room = -1;
PlayMusic(6);

#59
Quote from: DCillusion on Tue 12/07/2005 05:14:47
Blackthorne:
I was just thinking that if I had any questions, I would be PM'ing you.

So thanks for the invite - when I get into trouble, I'll definitely take you up on the offer.

The same goes here DCillusion. Let me know if I can be of any help.
#60
We are VERY pleased to announce that Codename Entertainment, Hero6, Infamous Adventures, Project Katrina, and Solar Crescent Studios have merged to form Silver Sphinx Studios, a team that is dedicated to create the next generation of oldskool adventures. We've had to keep this in the utmost secrecy over the last few months and are very happy to be able to at last share this exciting news with you, the fans of adventure gaming!

Not only have we merged our project teams, we have also merged our projects and have created a game for you to enjoy! YES, we've already created an entire game, ready for download!

Presenting,

Hero of Infamous Kingdoms
www.silversphinxstudios.com
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