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Messages - Laukku

#41
Quote* Added String.Replace
Yay! Good work, this will be useful!  ;D
#42
Completed Game Announcements / Re: The Vacuum
Sat 30/08/2008 13:21:47
A couple of bugs/inconsistencies I found:
Spoiler
*I tried to solve the mystery as late as possible. After the stowaway-girl-whose-name-I-don't-remember gets framed by the real killer, the phone message in crew room 3 disappears and Leo behaves as if he had already listened to it. But he never did!

*When I found the empty bomb box, I first asked Crisholm about it. When I talk to Rathburn after that, the dialog option "I asked Crisholm about the grenades" seems to imply that Leo had talked to Rathburn about them earlier (which seems to be impossible BTW).
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EDIT: More found:
Spoiler
When Leo has retrieved the transmitter, use the door to the stairs but refuse to leave. The go get the box and the gun. There are some illogical extra dialog options when you choose about taking the gun.

EDIT: If you choose one of the extra options, they remain in the "Really leave through the stairs?" dialog. You can choose to take the gun when you are in a completely different room!  ;D
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#43
General Discussion / Re: AGS forum problems
Sun 24/08/2008 09:08:32
If it doesn't seriously prevent you from doing more important tasks, there's nothing wrong with being addicted to a forum  :)
#44
What is the whole error message? That might help towards the solution.
#45
AFAIK script commands put after a player.ChangeRoom command won't be run if it is in the same room script.  No room can read other rooms' scripts. You have to put the animation code in the cave-like room. :)

Something like this:

Room A script
//floor breaking animation
player.ChangeRoom (B);

Room B script (probably in "first time player enters room")
//falling and getting up animation
#46
"That is the second biggest bomb I've ever seen."

;D Heh. A reference to Get Smart. (PLEASE don't tell me that you thought that it was originally from Monkey Island!)
#47
Quote from: Ghost on Sat 16/08/2008 14:52:17
It's not a bug. It's a feature.
Do you really think so? Or was that a joke? ???

For clarity, this is what happens:
Spoiler
After Somerset asks "What are you waiting for?", the Welder instantly replies by killing him from a 10-meter distance.
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I decided not to tell what would happen in the previous post, because it's funnier IMHO if you can't expect it.

EDIT: I made the instructions slightly clearer.
#48
I've found a really hilarious bug  ;D To reproduce it:

On Sunday,
Spoiler
lure Welder to the airlock as normal (set the radio masts, go to the arilock and put the EVA suit on). Wait near the right hand lever. When the Welder ALMOST gets you, use the lever. Watch the messed-up cutscene.  ;D

If nothing weird happens, try again. You must time pushing the lever correctly (the Welder should touch you when you get sucked out). EDIT: The best moment to pull the lever seems to be immediately after the Welder has walked past the closet door.
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#49
Unlike some people, I liked the last puzzle of Trilby's Notes. :)
Spoiler
The very first thing I tried was kick idol, as I thought that that was an obvious way to mess up the ritual. (The game counted it as trying to move, so the timer that makes Trilby weaker started ticking.) I tried doing other stuff and at one point tried talking to Lenkmann. I noticed that Trilby was too weak to talk for some reason. Then I had something else to do, and finally, when playing it again, I instead started by asking Lenkmann about everything I could think of.

This time Trilby was able to speak for a much longer time. I pondered what could have caused this, and next time tried kicking the idol till Trilby woud be dead from exhaustion. Sadly, during the latest try my sister, who had already played the game, started giving hints without asking for permission. :( part of the fun of solving the puzzle was lost.
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On the other hand, I always got hopelessly stuck when I had to
Spoiler
touch something :P
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But my favourite computer game puzzle EVER (not necessarily from adventure games) is how to beat your mirror image in Prince of Persia. After figuring it out, it feels so obvious!
Spoiler
Killing him in any way(swordfight, pushing off a cliff) results instantly in your death, because you and the mirror image are the same person. You have to figure out that killing him is not the key.
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I absolutely hate puzzles that require you to be a native english speaker. From Monkey Island 1&2,
Spoiler
red herring: to me, that was just a normal fish. It was a complete mystery to me why would the troll want THAT, until recently.

monkey wrench: no comment :P
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EDIT: I have a new most hated puzzle, from Ben Jordan 7:
Spoiler
The wooden box. Yes, I knew that you had to press buttons related to lost items, but I never thought about the galleon because (1)It's not a lost item in everyday sense (2)BJ had FOUND it, after all, so it was not lost anymore (3)There was no reason to try symmetric patterns.
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#50
So you are trying to make a text inventory? Maybe this thread would be useful: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32644.0
#51
Hints & Tips / Re: Chatroom
Sun 10/08/2008 18:45:48
You're welcome. Congratulations on finishing it. :)
#52
Hints & Tips / Re: Chatroom
Sun 10/08/2008 18:23:07
Spoiler
Tell him that you are in a bunker.
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If you get stuck after that,

Spoiler
just ask to meet him again
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#53
Hints & Tips / Re: Chatroom
Sun 10/08/2008 17:04:51
FireOrange:
Spoiler
When Luke says "prove it", ask him "how?"
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#54
Quote from: magintz on Thu 06/12/2007 19:05:10
Wow. People are still using this? I thought somebody made a module far superior to this.

It seems that nobody did, but that is no longer true. Lo and behold,

Text Parser enhanced

Basically an improved version of Texr Parser v2.0. Because no one had made a better one and Text Parser v2.0 was clumsy (having to put txtParser=""; after every single command? Seriously??), I decided to improve it by myself. Here are some improvements since Text Parser v2.0:

-parser GUI pops up and pauses the game automatically when the player starts typing
-NoMatch() function for generic "that doesn't work" responses
-a text-based inventory (read-only)
-inventory item closeup GUI for look commands (if you don't want it, you can easily remove it)
-"it" feature: You can type "look apple", then "take it" and the parser still understands it. Does not currently work for commands like "throw it at the bird", though.
-simplified scripts and fixed some bugs
-and many small things I've forgotten.

It even surpasses Trilby's Notes. It's made in 2.72, but it should work in AGS 3.0.2 SP1, too.

EDIT: I've improved it even more. It now includes a default "Really restart?" GUI, an easy-to-use ShowInvCloseup function, and bug fixes. Hopefully I figured out the correct reason for the sprite 0 bug. Post a message if you find bugs.
Get it here:
http://www.mediafire.com/download.php?jcy1nkmffx3
Enjoy. :)
#55
Hints & Tips / Re: Chatroom
Sat 09/08/2008 09:45:05
Spoiler
School, food, job, bots, war, family, draft, age. Talk about anything you can think of.


When Luke speaks about "you bots" being sophisticated, you don't need to ask about his past etc. anymore.
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#56
General Discussion / Re: AGS tips.
Sat 09/08/2008 09:35:54
Quote from: Pablo on Sun 04/05/2008 17:20:28

I'll update this list if I can come up with more stuff...

Remember to turn debugging off when you release your game.
#57
Quote from: Pumaman on Fri 08/08/2008 20:57:32
Quote from: Laukku on Fri 08/08/2008 20:06:01
EDIT: Weird. AGS seems to think that neither .Contains nor .Length are public members of 'string'. I can swear they are documented in the manual.

Make sure you use 'String', with a capital S. The 'string' type is obsolete and doens't have these features.


But I never wrote "string" anywhere! The

   int i = input.Length -1;

line was one that gave the error message.

EDIT: Besides, "Enforce new-style Strings" is unchecked.

EDIT2: I checked it, tried to save game: Now it complains "type 'string' is no longer supported". I think I'm starting to solve this by myself  ;D

EDIT3: OK, I got rid of all error messages  ;D ;D ;D

EDIT4:YES!!!!!!!!!!!! ;D ;D ;D ;D ;D ;D ;D ;D ;D Got it working!!!!!!!!!

EDIT5: Where are my manners? Thank you! :)
#58
Thanks  ;D I thought of that, but decided to ask for possible alternative solutions. I'll try if it works.

EDIT: Weird. AGS seems to think that neither .Contains nor .Length are public members of 'string'. I can swear they are documented in the manual.
#59
I'd really like to know if it is bossible to get PCX support back. Is it? :)
#60
After finding out, how primitive the Text Parser v2.0 template is, I have been trying to improve it. I've been successful so far; I've added a SCI-style pop-up parser GUI that turns on when you start typing, a text-based inventory list, a NoMatch() function etc. It's now almost at the level of the old Sierra SCI parser games. Almost.

The Sierra parser had a feature that made it possible to write look at the apple, then take it, and the parser would still understand it. This was too hard for me to pull off with AGS, so gave up and posted this thread.
I'm thinking that basically, you would have to do something like this:


if the command does not contain the word "it", save the last word as a string and continue normally
if the command does contain the word "it", replace it by the string* and parse it


The hard part is retrieving the last word of the command. Any hints?
NOTE: I'm using 2.72 for some reason.


*or have "it" as a "ignore" word and put the string at the end of the command. Does not work for throw it at the bird, though.
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