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Messages - Kweepa

#3341
Spoiler
Hi, I just walked into the room with the hammock. I'd gotten the hammock some time ago, and killed the snake and given it to the healer. I was carrying the knife, the cup of coffee, the warning, and a bone. The game just died on me.
[close]
I'm trying to finish it! Really!
I'm loving it. I just need to save more often!

Steve

---------------------------
Adventure Game Studio
---------------------------
An error has occured. Please contact the game author for support, as this
problem is caused by the game rather than the interpreter.
(ACI version 2.56.627)

(Global script line 615)
Error: RunInventoryInteraction: invalid inventory number

---------------------------
OK  
---------------------------
#3342
I'm using AGSEdit v2.56d, and that doesn't happen for me.
I did as you said, and put
 DisplaySpeech(EGO, "I am displaying {these} braces.");
into a look at hotspot interaction, and I just cut and pasted this from the editor window after reopening it.

So maybe you have an old version? (Help->About)

Steve
#3343
The problem isn't technical though folks - it's conceptual.

Sounds like the best approach is to have the player type the answer - since there's only one absolutely correct answer, I don't see the problem.

Your second approach sounds very like the swordfighting in Secret of Monkey Island, so it could definitely work, but it would be odd, because the player can presumably answer the riddle without solving the related puzzle. (Whereas in SOMI the quips weren't "solvable").

Another possibility somewhat like your first is to have iconic representation of the solution, that is only obvious once you know the answer. To prevent guessing you'd need a whole lot of wrong icons and a sequence of puzzles that you don't get the answer to - you just find out at the end if you got them all right.

Cheers,
Steve
#3344
I presume Jannar is suggesting the database should be modelled on mobygames, not that everything be put there.
Of course submitting everything to mobygames is an option, but I don't know if the people running mobygames would be happy with that.
Steve
#3345
Great - I'll take a look tomorrow.

Spoiler
For the end game thing, I just clicked on the right hand column when the status line said "Walk to". I will try to reproduce it...
[close]
#3346
Great looking game!
And funny!

But, major problems...

Spoiler
I used the stick with the coffee and it made oatmeal-coffee which I could feed to the turtle.
I thought I was stuck at that point, having given the healer the turtle piss, the parrot and the mint leaves.
Then, I just used "Walk to" on the very right hand side of the screen when I was on the near side of the chasm, and Fry walked right over the chasm and ended the game, with a lot of weird plot discussion I didn't understand.
Or are your games always this incomprehensible? :)
[close]

Loved the animals though!
#3347
In no particular order:

Apprentice
Larry Vales
Permanent Daylight
Purity of the Surf
Stickmen

Ok, so it's alphabetical.

Cheers,
Steve
#3348
That looks really good!
Did you have to warp the pictures to get them to fit?
How did you get the lighting to match up so well?

One thing I'd do, but I guess it'll really slow you down, is to fix up the edges around the picture frame and the window frame where you can see dots of black and white.
#3349
Every time you do a paintover you impress me Pure!
I love what you've done with his "necklace" and "skirt".

I like the second one with the hairstyle of the third.
I think the body of the third is a bit too fussy - a bit chalky looking perhaps, and the outline is a little inconsistent.

But I think SSH is going to be begging you to paint over the other characters!
#3350
I know the fooling.
#3351
The great thing about stereograms is how easy they are to make with computers.
When I first saw one, I sat down the same day and wrote a program to make them.
Took about an hour, and was only about 20 lines of c code.
I thought - what else is just lurking out there, 20 lines of code away?

Steve
#3352
Hints & Tips / Re:IIIspy
Sun 26/10/2003 23:07:21
Do you still need a hint for this?
If so...

Spoiler
You don't need a lever. What is going near the moon?
[close]
#3353
I don't think you do really...
You do know what that game is, right?
#3354
And what is wrong with those jokes?
They are not racist - they don't (and can't, due to how the game works) play on any perceived stereotypes.
Ask for nationalities, or have the player choose them from a list...

Steve
#3355
Nice - this could be very useful!

PS. I'm not sure why you mentioned irrational numbers, since Kennedy didn't. Real and floating point numbers are pretty much the same thing. You can't "accurately" represent a lot of rational numbers either. See
http://mathworld.wolfram.com/RealNumber.html
#3356
General Discussion / Re:Phil Reed's new CD
Wed 22/10/2003 23:31:49
Does this guy have any limits?
Focus, Phil.
And by focus I mean finish Larry Vales III.
[edit - Damnit, I just read that sentence about him dumping the PC.]
#3357
"...a movie loses much of its charm after it gets ripped off over and over again."
Why?
"True classics are films that will never be outdated - such as the Godfather."
So the Godfather hasn't been ripped off over and over again?

Your arguments don't hold water. If you don't like the film just say so. But you can't "prove" Raiders isn't a classic film. It's all subjective. I happen to think it IS a classic.
#3358
In III Spy, I call this function from the "Player enters screen (before fadein)" script:

function EnteredRoom()
{
 character[EGO].activeinv = -1;
 if (GetCursorMode() < 6)
 {
   SetCursorMode(MODE_WALK);
 }
}

It basically sets the cursor mode to walk and clears the active inventory item.

If you wanted to have it time out, you could do something like this in the global script:

int oldActiveInv = -1;
int activeInvTimeout = 500;

then add to function repeatedly_execute()

int activeInv = character[EGO].activeinv;
if (activeInv != -1)
{
 if (activeInv != oldActiveInv)
 {
   oldActiveInv = activeInv;
   activeInvTimeout = 500;
 }
 else
 {
   activeInvTimeout--;
   if (activeInvTimeout <= 0)
  {
    character[EGO].activeinv = -1;
    if (GetCursorMode() == 4) // use with
   {
     SetCursorMode(MODE_WALK);
   }
 }
}
oldActiveInv = activeInv;

If you wanted to reset it after a certain number of moves, put a similar thing in function on_mouse_click().

Cheers,
Steve
#3359
Have to agree with everyone else - very nice indeed!
"I'll get my stuff." - LOL!

Steve
#3360
I remember that font import behaviour being documented in the AGS documentation.
So it's not a bug, it's a feature :)
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