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Messages - Konador

#21
Quote from: mousemat on Sun 25/07/2004 14:24:32
sounds good
how much mb is it ?
if its not too much i will doanlaod it

It's about 1mb, shouldn't take too long.

re: the scaling...
I've now edited the scene where he walks up close to the camera, so he is at 100% for most of the intro now. Is the bit where he looked at the sign where you noticed the problem?
#22
Hints & Tips / Re: Locked out
Sun 25/07/2004 12:09:50
Okay, thanks for pointing this out. It's strange that some people had the problem when others didnt. I think I've fixed it tho, and it was possibly to do with an old plugin which I decided not to use in the end, but forgot to remove script for. It only seemed to break under certain circumstances. Here is the updated download, please let me know if it works:

www.konador.com/locked-out.zip
#23
Hints & Tips / Re: Locked out
Sun 25/07/2004 01:22:42
I played it through a number of times to test it without it crashing. What exactly do you do when the game crashes? Is it when you look at it, or try to use something with it? I can't seem to make it crash.
#24
Hi everyone. I've finally finished the intro sequence to my second game. It's about a little... well... I'll let you see for yourself:
www.konador.com/aazor-intro.zip

The first playable room is not part of the game. It's just there so the intro doesnt just crash out back into Windows.

I'm planning on making sequels and stuff once I've finished this game. I have quite a few stories for this little character :)
#25
I have another question (sorry!)

When I right click a hotspot, the "look at" command, and all others such as Use, Give, etc, display their correct message. However, when I click "look at" on the GUI and then click a hotspot, nothing happens. It works on some hotspots but not others.

Here is an example of the problem:
http://www.konador.com/aazor.zip

Try right clicking the tree. The message appears.
Try clicking "look at" and then clicking the tree. Aazor walks to the tree but nothing happens.

but

Try right clicking the lava stream. The message appears.
Try clicking "look at" and then clicking the lava strean. Aazor walks to the laza stream and the message appears.

I made these hotspots in the same way as each other.
I've tried each with and without >l and $l.
I've tried the tree hotspot with and without a walkbehind mask.
I've tried recreating the tree hotspots using a different hotspot colour/number.

Nothing seems to correct the problem and I can't think of any logical reason why the lava and volcano work, but the tree and trunk don't.

Does anyone have any idea?  ???

#26
Ahh thanks! I just looked in the script again and realised it tells me to do that, lol. I'm such a n00b!
#27
Critics' Lounge / Re: Character Animation
Fri 23/07/2004 17:54:56
I've updated it with a different background, which I think fits better. Obviously its still not of actual game quality, but I'm just trying to get an idea of how to make the character with animations fit in.
#28
Critics' Lounge / Re: Character Animation
Fri 23/07/2004 16:28:19
Sorry, I've zipped it up now :)
What kind of background do you think would work best with the character? A more blocky cartoon type background?
#29
Critics' Lounge / Character Animation
Fri 23/07/2004 16:22:41
Hi :)
I've just finished animating my first original character from scratch. I used a template for my first game but decided I wanted to create a totally new character for my next one.

Please could you download the single room demo and see how you think the animation looks? The background is a bit rubbish but I just threw it together for testing the animation and also playing around with light levels.

http://www.konador.com/aazor.zip
#30
Ah you must have downloaded a different GUI. I used the MI2 one.
#31
nose: komkwqeo045
elbow: koooonasdor
tongue: kon ador
chin: kl,jopnmasdfopifr
feet: kopnnaszddddorrrr
eyes closed and one finger: konadie
back of my hand: k0ijouijbhawdxroi0r
palm: kopn asdfpotf
mouse: oka0onador
wrist: k9opnmhasFDSIPORTF

hmmmm
#32
It tells you in the GUI readme. You name the object, for example:

Lever

And you put >(letter) after, with a different letter for a different command.

>l  "look at"
>g  "give"
>p  "pick up"
>u  "use"
>o  "open" 
>s  "push" 
>c  "close"
>t  "talk to"
>y  "pull" 
#33
Heheh, I'm not actually gonna make this game, I'm waaaay too lacking in the talent department for that. I was just throwing the idea out there for anyone who wants to give it a try :)
#34
The English translation is great, it all makes sense with very good grammer. I wouldn't have guessed it wasn't the original language of the game :) The graphics are also very good :)

A couple of things which I think could improve the demo:

Sync the walk speed with the animation speed. At the moment he looks like he is floating around.

Make walk the default action. Having to click on Walk all the time got a bit annoying, but that's just me being lazy, hehe.

When I click walk to some areas, he doesn't go there, he just stands there. Going to and from the cave of gatherers is where  I first noticed it. The walk behind of the top of the cave tunnel going into the cave of gatherers is also wrong.

These are the only things I've noticed so far, cos I've only been playing a few minutes. It looks like this is a very promising demo overall. The story sounds really good.
#35
Okay this is just a concept at the moment, I wonder if anyone has come up with it before?

I think the BBC TV Comedy Blackadder would make a great game. It's full of witty 1-liner humour, whilst having a dark twist to it.

The gameplay could be a mixture of 2 Lucas Arts classics:

Sam & Max: It would have 2 characters walking around together, Blackadder, who the player controls, and Baldrick, who would act like Max, being used (and abused) when needed. They make a great double-act on the show and Blackadder's cruelty to Baldrick would be great in a cartoony style game.

Day of the Tentacle: There are 4 series' of Blackadder on TV. A Medievil one, an Elizabethan one, a 19th century one, and a World War 1 one. In each he has both a different setting and a different role, while maintaining the same witty but dark character. If the player could swap which Blackadder they play at will, like in DoTT, it would be a great addition to the game. Of course this would involve quite a complex story design. Obviously, he can't use toilets to transfer items, but I'm sure some of the creative people here could come up with a better way.

Blackadder is always getting into trouble, and always finds some bizarre way of getting out of it, which I think would transfer wonderfully to the adventure game genre.

What do you all think about the idea?
#36
The Rumpus Room / Re: The MSPaint game
Sat 17/07/2004 22:13:30


Next: What happens when CMI Guybrush has a run-in with MI2 Guybrush
#37
The Rumpus Room / Re: The MSPaint game
Sat 17/07/2004 20:22:06


Next: What happens when Spiderman gets bitten by a radioactive Moose
#38
Hehe yeh I used photo references. I really suck at drawing so I had to. I would have preferred a more stylised cartoony background and characters but I have to work within the boundries of my own low-level skills :P
#39
You mean he is really little in the room at the side of the house? That's strange, because I set it up to make him really big, and that's how it looks on mine. Why would it be doing that? If you mean in the room at the front of the house when he walks to the gate he gets small, I wanted to have it look like he was walking in the background.

Thanks for putting a link on your page. I'm glad you liked it :)
#40
Is there any way to turn AlwaysGoToHotspots=1; off for only a specific object.

My problem is this;
The item is on a "walk behind" object. There is walkable area behind it. When I interact with the object, the character moves to the walkable area behind, as that is closer to the object co-ords that the walkable area in front. I need to set the co-ords manually for only this object, but would like AlwaysGoToHotspots to be enabled for the rest of the objects, hotspots, and characters.

Is this possible?
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