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Messages - LRH

#481
Lots of update action!
I'm actually close to being done, I want to get this game out by my birthday (April 9th) at the latest. I'm finishing up putting together the last parts of the game, then I want to polish the hell out of it and ready it up for beta testing! (I've already got Leon and Matt on the job, sorry. :P)

A warning I had forgotten to mention:
There are some moments in this game that make people jump. If you scare easily, you may not want to play. :(

If you're looking for the ol' percentages, I'd say:

Story: 100%
Graphics: 100%
Coding: 75%
Music: 100%

And here's some more in game pictures!

If this is my hallway...



What the heck is this place?!



And this screenie just to confuse the hell out of you. :)



Coming...Soon enough :D
#482
I was just kind of kicking this idea around the other day:

Wouldn't it be fun to make a game that included the characters from all of our games? I mean, I know that's basically the point of ROTN, but I'm talking about some kind of big ol' collaboration based on the games we've made outside of it.

I understand such a thing is kind of a pipe dream as it requires a lot of work from anyone who wanted to get involved, and working together without being in the same physical location would get to be a real pain in the ass stretched out among so many people...

I just have this image of Ben Jordan and McCarthy arguing over who gets to take a case...

:P
#483
Completed Game Announcements / Re: Deity
Sun 14/03/2010 16:17:09
Use
[ hide] to start the spoiler and [ /hide] to end it. Those, only without spaces.
#484
Yeah, I don't really ever get my hopes up for ratings. (If you're talking about cup ratings?) They get to it when they do, just have patience. I made a game back in January that's still under 'newly added games' for now.
#485
I believe what you're looking for is 'option-off X' where X is the number of the option.
#487
So I've done Matt to the Future and Deity...I'm thinking a Ben Jordan next? (If anyone has something they wanna see, just tell me.)
#488
I think an easier way of doing what you're trying to do WOULD be to simply use a variable, but in a different way.

Don't try to 'activate' it, since you already will have done so by making the global variable.

Start by going under the global variables and make an integer one called 'money' or something similar. Make sure it is set to 0.

Then, when the character goes to grab the money, make a simple code such as:

{
cEgo.Say("I found some money in the couch!");
money = money + 10;
}

Then, with your inventory item, when the character looks at it, have it display the variable with something like:

{
Display ("My wallet holding  %d dollars.", money);
}

Ags will know to use the number of the integer variable 'money' where '%d' is in the display string.
#489
Quote from: Captain Ricco on Sat 06/03/2010 00:09:26
Is the kid dead?

If that's the twist I'm going to be really mad at you because I hadn't thought of that.  >:|
#490
Critics' Lounge / Re: Film Noir Style BG
Sat 06/03/2010 18:47:43
Quote from: Snarky on Sat 06/03/2010 15:44:36

Which point is that? That you ought to be able to see the horizon through the window? Well, maybe. You certainly shouldn't see any stars below it.

I think stuff like the tiny door, huge wall clock and street lights almost taller than the buildings are more serious issues for now.

Fair enough. But yes, that was what I was trying to point out. "...Is all I see wrong then." was referring to the issues with what could be seen out the window and where the office was located speaking of height.

I do, of course, recognize the size issues as well.
#491
Critics' Lounge / Re: Film Noir Style BG
Sat 06/03/2010 05:29:04
Quote from: Snarky on Sat 06/03/2010 00:52:35
No, because the horizon is so far away that a few floors up doesn't make a difference. So the horizon would indeed be at the level of the vanishing point, but that doesn't mean that the office is low to the ground like Domithan says.

Quite true. I hadn't really thought it through. The big point I was trying to make (the horizon issue) is all I see wrong then.
#492
Critics' Lounge / Re: Film Noir Style BG
Fri 05/03/2010 18:24:13
It's pretty good, but it's VERY empty. There's a ton of negative space that my eyes are just drawn toward.

On a more technical side, I believe I'm spotting a perspective issue...



You do have everything meeting at the vanishing point, which is good, but this point is also your horizon. If I'm not mistaken, this means we should see the ground up to that point in the window, which suggests the office is very low to the ground, or that we're just looking down on the scene from an extreme angle. (Someone please correct me if I'm wrong.)
#493
Quote from: SteveMcCrea on Fri 05/03/2010 04:15:24
This looks very interesting!
A game played from an unusual perspective...

Ah! Yes. I forgot to mention that, and that's an important point. It is from the point of view of the player character as an adult, thinking back about this nightmare he had as a kid.
#494
http://www.youtube.com/watch?v=vkd-cf51abA

Here's a quick gameplay demonstration.

(Should I keep the default message box? I know it looks plain, but I think it kind of goes with the theme of things...)

Let me know what you think. It needs some serious polish before it's done, and the video only shows a small portion of the game, but it gets the basic idea across.
#495
Snake, this is cruel.
I want to play this.  :'(
#497
Critics' Lounge / Re: Bar background
Wed 03/03/2010 20:28:40
Perhaps some writing about drink specials or another drink shelf or something? The back wall just seems a little bare compared to the rest of the room.

Honestly this looks quite good, I really hope it gets made into a game, I'd play it :D
#498
I couldn't help but notice the recent posts by some fresh faces asking for help with their projects. While this is fine, I'd just like to point out that it's VERY hard to get an entire team together to help you when all you've got is a concept and little/no background in the community.

A lot of times, you don't even need all the help you think you do. Just take a quick look around the forum, and you will see some of the things you need help with aren't really all that hard.

For example, densming has given this forum the WONDERFUL gift of his huge archive of AGS tutorials. http://www.youtube.com/view_play_list?p=21DB402CB4DAEAEF
While it doesn't go over EVER SINGLE THING ags can do, it has more than enough to get you going on your way to actually making a game. He goes slowly and carefully, it's something anyone can understand. With this, asking for someone to code an entire game for you really isn't necessary.

Art is another thing. Many have asked for animators. Try making your own graphics first, then post them in  the critic's lounge. The folks on the forum are usually more than happy to help you sculpt what you really want from your first drafts. God only knows I have turned out some hideous 'art' before receiving some guidance from the community.

I only say this because I know that people aren't generally ready to hop all over ideas so much as they are to get into something with a solid foundation. If you're unsure of how to use AGS, the last thing you should do is try to start some big project. Start small, share with the community, and see where it goes from there. :)
#499
Quote from: Phemar on Mon 01/03/2010 04:40:23
Simple solution: Change all the character's names ;)

Honestly...
It would be such a waste to throw it all out. Change what needs to be changed and I'm sure they'd still have a very nice game, unofficial as it may be.
#500
Idea: Jenn
Technique: Snarky
Usefulness: Joel

REALLY hard to sort the three into those categories, I honestly really like each of them.
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