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Messages - Laukku

#21
7 looks like Arj0n said, but I'd like to add that it seems to have a female head with black hair and lying on its back.
#22
Quote from: Ghost on Mon 26/01/2009 21:23:57
Quote from: Jack Hare on Mon 26/01/2009 21:10:02
But even then...who locks a door and leaves the key in it?

The same person that leaves the most powerful weapons and lots of ammo in a small room directly in front of the evil mastermind's secret hideout.

The same person that puts a sign next to the evil mastermind's secret hideout, saying in big flashing letters: "Teh Evulz Mastamidns Secrit Hidout!"

The same person that outfits feeble minions with incredibly powerful artifacts and weapons that they drop when dying, yet are unable to use to defend themselves.

The same person that litters the wilderness with treasure chests, all of which can be opened with a simple, cheap skeleton key.

Hey, those kind of remind me of the Evil Overlord List;D
#23
Quote from: Babar on Mon 26/01/2009 13:37:06
You know, I don't think I've ever encountered the paper-under-door puzzle in an adventure game. They didn't seem to be in any of the famous ones that could possibly have it (Gabriel Knights, Indiana Jones, etc).

It's at least in Broken Sword 3 and in Mystery of The Mummy. The former is reasonably famous.

Quote from: Andail
The paper-under-door-to-get-key-puzzle is way older than adventure games.

Yes, I knew that. And that's the main reason I consider it to be cliché.
#24
Getting a key from the other side of a locked door by using a small stick and a piece of paper. Way too obvious.

I don't know where does that trick originally come from, but its mere existance in a game makes me respect the designers a lot less.
#25
A minor bug I just found in 3.1.1 : I had  edited a region (filled rectangular outlines to make a rectangular area) in room 3 and then loaded room 7. I noticed that the newly loaded room had the undo command visible, although I hadn't made any changes yet. I pressed it, and the room's walkable areas were replaced with the rectangular region outlines from room 3! Apparently AGS thought that I was still editing the  region in room 3 and tried to undo my region outline fill. I managed to get the walkable areas back by closing the room without saving.

Sorry if this does not actually belong here, but I didn't see it fixed in the changelist so I thought it still is valid.
#26
Quote from: Radiant on Mon 19/01/2009 08:46:07
Quote from: lo_res_man on Mon 19/01/2009 02:55:56
Well. . .
There is another walking dead, in that you can put all your money in the broken grog machine before you buy the sword and the shovel, and your in dead man walking.

I'm reasonably sure you can't do that; the machine will break down before you get that far.

OR you could give all of your money to Otis.
#27
Wow!  :o Downloaded and played some. I love the new dark forest and witch house! The colouring makes them so creepy!
#28
Quote from: MantraofDoom on Mon 12/01/2009 13:25:09
Duh, my character did have an alpha channel in one frame. Now the transparency works properly, but I'm still not sure how to stop the fade at 50. Maybe it's just a little too early in the morning right now.

Here is a quick suggestion (untested)  :)

int trans = cEgo.Transparency;
while ((trans < 100) && (trans <50)) {
  trans++;
  cEgo.Transparency = trans;
  Wait(1);
}
#29
Dataflashsabot:

Quote from: Rayberg on Sun 31/08/2008 05:52:58
Quote from: mkennedy on Sun 24/08/2008 07:25:24
Could you put out a light version without the voice acting for people with slow connections?
76 megabytes is rather large.

Please let me know if you want me to take this down, Francisco.

Ben Jordan 7 MUTE version - 5.07MB
BJ7 music.vox - 15.9MB

#30
Impressive...

But I think i can guess the trick...  ;D
#31
Ghost, I'm pretty sure he does not mean top of the screen, but top of the dialog GUI(that big black area at the bottom)
Quotebut how do you align the dialogue list to the top of the dialogue area
#32
I'd like to know if it would be possible to get PCX support back. That would save me from having to convert PCX files to something else (or using an older AGS version).
#33
General Discussion / Re: Gender Analyser
Fri 05/12/2008 11:10:45
QuoteWe have strong indicators that http://www.fullyramblomatic.com is written by a woman (94%).
So much for "the website wor REAL MEN".  :=
#34
Quote from: Darth Mandarb on Mon 27/10/2008 17:16:54It's 2008.  If you paid money to download a FREEware game that's your fault for being an idiot.

Isn't Diamonds in the Rough a commercial game? ???
#35
The darkness already is effective, but those bright colours make it too non-eerie IMO. Try using a greyish colour for the trees; most bark I've seen is actually grey (at least here in Finland).  There also seems to be a perspective issue with the river, it looks like it is wider and the banks lower further away. Or maybe it IS like that.   ;)
#36
Let's see...

1st from left - Two of a Kind
2nd - no idea
3 - Ben Jordan 3
4 - Maniac Mansion Deluxe
#37
Don't listen to Stan. He's a troll.

Quote from: explosivebadger on Tue 21/10/2008 14:34:57
Specifically the top of the front page and every forum page.  Theres a little snippet of a game, what are they all?

That has been asked many times before. Try searching the forums, and you should find some threads.  :)

EDIT: I wasn't fast enough... :'( :'( :'(  ;D
#38
Quote from: Ghost on Sat 18/10/2008 02:36:33"After making a walk-behind area, don't forget to set its baseline!"

This reminds me... Wouldn't it be more logical to have walk-behind areas be always drawn on top by default, if one forgets to set its baseline?
#39
Quote from: AgsUser007 on Sat 06/09/2008 23:44:01
Oh I didn't know you had made that template.  Very nice job, however I wanted to have the parser look almost exactly like the AGI parser.
I made an improved version, not the original template itself.  :)

I guess that you can turn the parser back to AGI-like by looking how it worked in the old version and by removing and adding the approppriate scripts. But that's a bit complicated.

QuoteBut anyway, the only text parser script that i'm seeing, is under the Room Settings area, and then Edit Script.  That is where all of the code is, do I have to enter all my code in manually like that if I want it to be text parser?


The downside of using a parser is, that you can't put parser commands in character/object/inventory scripts. Everything has to be in Interface_Click, the room script and the NoMatch() function.
#40
Quote from: KhrisMUC on Thu 04/09/2008 08:51:09
The script is probably in the global script, since all parser stuff is handled in there.

Nope. At least in the template, all global commands are in global script, then if player input doesn't match with any of those, script of the current room is called.

AgsUser007, check the room script. And I recommend to use my enhanced version of that template instead, as it is much better IMHO.  :=
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