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Messages - Kweepa

#3281
Yes, it's new. I've been writing and playing AGS games from most versions up to 2.6 and this is the first time I've seen it.
I'll check what version of Direct X I have installed here.

[edit] The problem was just my Hardware Acceleration level for Direct Sound. I turned it up to full acceleration and the problem went away. Weird.
#3282
In the undermentioned category, DevCo Quest and Jimmy Jam.
I'm also looking forward a teeny tiny bit to Apprentice 2!
#3283
When I try to run a game made with 2.6, it pops up a messagebox that says "Failed to your initialize audio hardware" unless I change the Digital Sound from 'Default DirectSound Device' to 'Default WaveOut Device'.

This happened on both machines I tried it on - both were running Win2000 and DirectX 9 I think.
#3284
Wow, wow, wow.
Superb.
Fantastic stuff!
#3285
Photoshop 7 anyway.
Go to General Preferences, and set the filtering to nearest neighbour.

Steve
#3286
I love text adventures, but I'm not a fan of "pure IF". If there aren't any puzzles, it might as well be a short story, and I'd much rather read a book on real paper than on a computer screen.

That said, the winner and runner up of the IFComp2003 were good fun, although I had to resort to a chemistry book to finish "Risorgimento Represso" which I thought was a little unfair.
#3287
It's not obvious to me.
(Nor is it in any way relevant :) )
#3288
Critics' Lounge / Re:UPDATE: Cat animation
Sun 14/12/2003 12:35:02
Don't listen to him Erwin!
He thought "they move both their front and hind leg on the same side forward when they walk".
Just how did you make Apprentice look so good anyway? :)
#3289
Here are the categories as "defined" on the games pages.

--------------
Short: Short adventure games, good for a quick play when you've got some spare time.
Medium: Most AGS games fit this category - adventure games, up to an hour's gameplay.
Full: The elite of the amateur adventures :) These games should keep you playing for a while, and are mostly very high quality.
---------------

I think there are a lot of games in the medium category that should (by this definition at least) be in Full.
It's probably a good idea to redefine medium to be 2-3 hours instead though.

Going crazy for a second, perhaps there should be an incoming category, allowing the players to categorizitate via a voting page. Something along the lines of "how long did it take you to finish this game".
#3290
1. Imagine a plugin. It is called the rain and snow plugin, by Scorpiorus.

2. Imagine using a big black object. It gets in the way of interactions. Imagine using a separate room. It works! Huzzah!
#3291
Yup - create a room with hotspots for the buttons.
Make the player character hidden, and disable the top GUI.
Also, it's a good idea to set the gui mode to a user mode so right clicking won't toggle through the usual options.
#3292
I download 100Mb files all the time.
So really, I don't think that's the issue.

I agree with the Belgian. Creating that amount of content is difficult and time consuming - plugins don't take much space and pre-rendered cutscenes are hard to make. Maybe music... but then there's mp3.

[Another reason is simply that Chris and us users want AGS to make games like the oldies. We don't want no stinking 3d.]
#3293
Great stuff!
#3294
Critics' Lounge / Re:Rolf und Joachim
Wed 10/12/2003 21:13:35
Hey...
They look a lot like like Dougie and Ivor from Troubled Souls and more recently Dicks...

[edit] Very nice though. Only thing is Dougie's, I mean Rolf's, belt seems too high.
#3295
Also, watch out for tabs between #define and the symbol. Use spaces instead.
#3296
What is the purpose of the room?
Dining room, music room, living room? Add (rotten) furniture to suit.

What is the era of the game? Add retrofitted plugs, switches, lights etc.

Since the room doesn't have a picture rail, how about some nails in the wall, and rectangular discolouration suggesting paintings/portraits have been removed?

Also, it seems odd that the rotting is coming from within the house - the side near the windows is the clean side. Speaking of which, shouldn't that tile floor be a bit dusty and scuffed? It seems too highly polished.

It looks very nice, but a bit empty.

I don't think there's anything wrong with the column textures. The ceiling looks a bit odd with a zoomed in marble texture on it.

Cheers,
Steve

PS - Good luck with the walkable areas on that staircase!
#3297
shbazjinkens --
Sounds like your Humanities professor was pulling your leg.

[edit]
Oh wait, you meant "colour blind" as in "colour tolerant".
Heh.
#3298
Looks good, but a bit squished.
Is that because it's 320x200 and designed for full screen?

[edit] I just resized it to 320x230 and it looks much better. So never mind. :)
#3299
I can't believe the same person animated those two :)
Way to improve!
#3300
So, I do this:

// treat as pseudocode - I don't have AGS handy
MoveCharacterBlocking(EGO, BAR_PUNKALLEN_DIALOG_X, BAR_SCID_DIALOG_Y);
FaceDirection(DIRECTION_RIGHT);
RunDialog(DIALOG_PUNKALLEN);

to walk somewhere, face a character, and talk to them.

However, the face direction command doesn't seem to be executed until AFTER the first line of dialog has been selected.

I can fix it by putting a Wait(1) between FaceDirection() and RunDialog(), but that seems like a hack. Anyone know what's happening?

Cheers,
Steve
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