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Messages - Kumpel

#1081
What a cute idea! And I got an earworm for a long time now, thanks to you, CaptainD & Creamy! It has been so much fun to be that sweet sloth lady :-*
#1082
Cool case, Yitcomics! So I actually found the killer. Identifying the victim would have been done finally via DNA test := :P

Okay. One case is still open. WE MUST solve it! No suggestions from anyone about that weird bird that has been duct taped on a wall??? 8-0 8-0 8-0
#1083
yitcomics

Spoiler
the only AGSer I know who carries a glass is Stupot but... C'MON! (wtf)(wtf)(wtf) nobody kills an alcoholised GODZILLA! That's as ridiculous as cases about dead astronauts floating in space with european tourist features in their heads...

That blood in a glass clue is really leading me astray. Is/was he a vampire? Why couldn't he just have spilled it in the glass while being decapitated := ?

so that strange f f trail is the real one? is that a birds trail? Is the murderer Mandle?
[close]
#1084
Well... two suggestions:

Spoiler
"Daily post" is a welsh newspaper (but the logo looks different). Maybe our killer is a Welsh then.
[close]

Spoiler
AGA lives in London. the popstar of crime lived in London too. He has been in newspapers for months (hence the journal) and it is said he always killed with a knife and maybe had medical background (knife set is that of a surgeon?). So is the killer
Spoiler
Jack the Ripper? But no idea why AGA has been killed... he is definitely  not part of Jacks predator-prey-system, which where young women preferably hookers, afair.
[close]
[close]

edit:

third suggestion

Spoiler
AGA is after all some kinda werewolf like creature. Is our killer some monster hunter like Van Helsing?
[close]
#1085
So my most ridiculous case is the first one closed (laugh)

Spoiler
AnasAbdin has been killed with the leaning tower of pisa by an italian bee named AprilSkies ... IN SPACE
[close]

But I have no idea whatsoever who the others killers are... Yitcomics clues are just too tiny for me, I lack more information at AGA's brutal death by moloko and selmiaks weird bird is veeeeery mysterious in a "Twin Peaks" meets "Se7en" way...
#1086
hint:
Spoiler
The killer is on the picture
Spoiler
and he is - unlike the murder weapon - true to scale :-D
[close]
[close]
#1087
To actually place items somewhere in a room you have to combine them with objects representing that item. And these objects are of course appliable with isCollidingWithObject.

Or am I misunderstanding your question?
#1088
The Rumpus Room / Re: Name the Game
Sat 26/03/2016 21:04:51
Oh sry i really forgot that I continued the game :D

That's the one! Should be republished these days. Several of my countrymen didn't actually learn from the past, it seems :X
#1089
Spoiler
I wish that were the solution! No the answer lacks your cleverness and logical thinking.
Spoiler
Better go with AnasAbdins suggestion that the weapon leads to the killer
[close]
[close]
#1090
Yeah. And the truth is out there!

Spoiler
the killer too!
[close]
#1091
Maybe you heard of it. If not, there is a new movie about a red army female sniper. Could be a good inspiration for you :)
#1092
Danvzare
Spoiler
That sounds indeed stupid
Spoiler
and it is right :=
[close]
[close]
#1093
I think I'd prefer the first picture's straightness, combined with the painting style of the second picture, wrapped in a cleaner perspective. (laugh)
#1094
Yes, sorry for not responding over there yet. I did see it but I had some difficulties to understand your suggestion and while trying to work it out I solved that problem on my own. (I will post my - I am pretty sure very dilettante - solution soon, if you are interested)

Now this time the background speech has to come shortly after the execution of the player's say command . So I had the idea to connect the player animation of speaking with the code block that starts the BgSpeech of the translator.  And this worked too :D

(I am a bit nervous when it comes to custom functions. :-[ My AGS 3.3.3.0 has some weird bug that occasionally corrupts the global header and script and sometimes even rooms (compiling and testing crashes with an error saying something about an old room format and stuff like that) when I try to export custom functions in the header. (wtf) )
#1095
I guess he wouldn't get mad (laugh) if someone else feels obliged to start a new Blitz!
#1096
Thats exactly what the module BgSpeech is for (it's from Phemar (Click). It makes nonblocking animated background speech possible via overlays, timers and nonblocking animations of specific characters and saves all speech lines in an indexed stack. This module works for that pretty good and it does what it's been made for even while speech (because the timers already had been started?) but I guess only if the program got the BgSpeech command before a player's speech event.

UPDATE: I got the idea behind the variable player.Speaking wrong. I thought it would be true only if the player is doing the speech animation but this var actually is true as long as the speech itself isn't over (which I guess only happens in dialog scripts, when return or stop is executed). I just replaced it with player.Animating (maybe I have to  add the limitation of the specific speech view in the future) and it worked like a charm! Thanks everyone.
#1097
Spoiler
Nope. The murder weapon would definitely not be usable to drink from it. Too many openings...

Hint:
Spoiler
The weapon actually is anything but true to scale.
[close]
[close]

#1098
SayBackground wouldn't work because it has no speech animation and - whats more important - no "click to continue". :X

#1099
For my translator situation I want the player to say something in a dialog and soon after he started talking (or at least after the first line is said) the translator has to say "*He translates*" to a third person" via some code in r_e_a . But it seems when the player is speaking even r_e_a is getting blocked from it. Am I doing something wrong or is player.Say not the right way to do it in this case? Do I have to customize the speach-event for the player to bypass this game blocking event of Say?

Here is the code in Global Script's r_e_a that should start inside a players speech but atm starts right after the last Say line:

Code: ags
 if (player.Speaking == true) // Checks if the player says something and deactivates a switch
  switch = false;
 
 if (switch == false) // If switch is off 
 {
  if (BgSpeech.GetIndexLength() == 0) // and if nothing is on (BgSpeech=)backgroundspeak's stack
  {
    BgSpeech.Pause(20);
    BgSpeech.Add(cDolm,"*übersetzt auf Deutsch*", eBgSpeech_Animating);  // add new stuff
  }
  else
    BgSpeech.Start(eBgSpeech_NoLoop);   // if the stack isn't empty, start the BgSpeech.

  switch = true;                        // activate switch
 }
 else if ((cDolm.Animating == false)  // if translator has finished speaking
  {
   BgSpeech.Stop(eBgSpeech_ResetPlayQueue);  // Stop BgSpeech
   BgSpeech.Reset();                         // and clear BgSpeech stack
  }
#1100
The Rumpus Room / Re: Name the Game
Mon 21/03/2016 12:05:01
The show must go on!

[imgzoom]http://imgur.com/9XMLZIN.png[/imgzoom]
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