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Messages - Kweepa

#3401
That was the state of the industry - when people didn't have a choice.

Better graphics are nothing to do with the latest hardware. Just about any game can look stunning with 1990-ish (VGA 320x200) technology, with good artwork.

Just think how much less fun Day of the Tentacle would have been with poor artwork.
#3402
Critics' Lounge / Re:1945 Remake
Sun 05/10/2003 11:51:27
I have a recommendation for the code, since as eric says you seem to be trying to make it readable :)
I'd #define all the global ints, sounds, room objects etc in the global script header, as follows

#define GLOBALINT_LIVES 0
#define GLOBALINT_SCORE 1

#define SOUND_EXPLOSION 1
etc

Makes things slightly more self-documenting.

Looks good - nice work!

Steve
#3403
My GOD Yufster!
Stop going on about Psychonauts! It looks like a pretty platform game, but really, who cares?
Plus, I don't think Tim Schafer is going to employ you if you haven't played Grim Fandango. Sell your sister into slavery, buy a copy, enjoy. It's only 20 euros.
http://www.amazon.co.uk/exec/obidos/ASIN/B00005B4P5/ref=sr_aps_videogames_1_1/026-7638528-6148465

Steve
#3404
As for the gameplay value in traipsing around, I think you could make it worthwhile by adding new interactions to characters and rooms when people revisit them, such as extra conversation.

It is a tried and tested way to extend the life of a game - RPGs do it all the time - so I don't think it would kill the game. It would frustrate me though.

If you're trying to make it realistic, I'd come up with an explanation for how the player is carting that stuff around instead, like Apprentice did.

Or feed the player items as needed, and remove ones he's used (oh no, it broke!). Nah, that's rubbish isn't it - it makes the game easier, which I think is the opposite of what you want.
#3405
I think you're right eric - since you can only have 15 objects per room, but 300 inventory items :) I don't think it's feasible to have all those objects lying around on the floor - it is possible I guess (using raw draw!).

One solution that hasn't been mentioned yet is the Resident Evil approach, which is a magic box that appears in a number of rooms and behaves like a second inventory. It could also be a character you summon, a replicator, or luggage that follows you around like in discworld.

As for the use item on item comments, I disagree with you Quintaros. If I'd had the patience I'd have added more of that sort of thing to my game. Most of the feedback I get says how much they enjoyed the comments I did put in. It would have doubled the development time, but right now I think it would be worth it.

I haven't played FrPh:FrPh but I'm tempted to now.

Steve
#3406
General Discussion / Re:Dialogue Translations
Sun 05/10/2003 00:24:32
And for the first,
"Où voulez-vous aller?"
A taxi driver wouldn't use "tu" unless he was talking to a child, I think.

If you need more standard phrases translated, just pop over to google and click on "language tools". I wouldn't risk it for anything complicated though. Actually it's probably wise to check for a more natural form with a native speaker anyway, but at least it shows you've tried :)

Steve
#3407
Congratulations Dave!

Great writing, mysterious plot, a touch of humour, and some "doh! of course" puzzles.
Highly recommended.

My only complaint is that it's just part one!

Download and enjoy,
Steve
#3408
He needs a head.

Sorry, I couldn't resist.
I suppose I should offer something constructive now :)

I like the hands - that's one of the hardest things to get right usually. You just need to tighten up the fingers on his left hand a bit. Zoom in there and tweak every pixel. The thumb's perfect already.

The lapels look a bit "curly", and the jacket seems to be glued to his body - the way he's standing, I'd expect the left hand side to flop open. I'd add a couple more wrinkles at the elbows too.

Steve
#3409
Sorry about the misdirection - I guess I should have tested that more carefully.
#3410
I'm curious to know why you didn't just avoid the crash, rather than put in a warning.
I mean, I know you're just writing this out of the goodness of your heart, and I'm mighty grateful for that, but as a programmer myself, it seems like both approaches would be about as easy...

Steve
#3411
I say you bite the bullet and use a text script for everything.
I think you'll be happy you did in the long run - they're just so much more flexible.
#3412
This is a pretty stupid puzzle in my opinion, so don't feel bad.

Spoiler

The key is on top of the door.
There's a hotspot just above it you can click on.

Why would you not know your key is up there?!
[close]
#3413
I want mystery and intrigue too.
And sand.
#3414
Sounds like a request for CJ - report a missing sprite rather than crashing :)
#3415
You have to call unhandled_event() manually if it's not the object you're looking for.
#3416
From the AGS *homepage*:

"Scrolling rooms are supported by simply importing an image larger than the screen resolution."

:)

Steve
#3417
Spoiler

Check the "wee" drawer again (second from the bottom on the left).
[close]
#3418
Whoa there!
Are you saying FoY only has 7 rooms so far??
:)
#3419

Spoiler

What have you done at DVS's house?
You need to search his drawers.
[close]
#3420
Not much really - there are just throwaway references to events in the first two games.
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