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Messages - Leon

#1261
Well, playing this one again and being complex I notice the following:

- When going into dialog mode, there's another background (with Pixie) that messes up the readability.
- The inventory and status bar are contant in your screen, except when looking/using/talking. Annoying since it takes away much of the screen.
- The action icons in the bar on top are poorly selectable. Only in the leftmost top corner you can use them. I find the shortcut keys easier in this case.
- I'd love to scroll through these commands. Now each time I want to look at things, I have to go to the menu, select look, go back to my object etc. Time consuming and annoying in a game that's time consuming already.
- The crosshair in the main map is off-target. You must select the bottom right corner of the total icon (so that's empty) to select a location.
- The downcursor for the inventory-field is pointing up. When down, the one for up is pointing down, unless when mouse over. Then it's pointing up.... ehhh ... get it? Me neither. It's a mess.
- It might be an idea to only show the locations on the map that are usefull/available. People might become overwhelmed by the vast number and stop playing. Building it up gradually adds suspense to the gameplay and is less confronting. (I hope this makes sense, not sure how else to put this).
- Some texts are poorly readable because of colour. Apart from the fact that the font used isn't (in my opnion) optimal for the job and make things even more cluttered that the locations already are.
- With some dialogs (at grandpa's for instance) you assume the player has been to other locations already or at least know the story more. There are dialogs that don't make sense at all when you haven't. (Also with the capitalologist mentioning the emo-girl. I haven't been there yet).
- When talking to someone, sometimes there's a subconversation. Returning to the main thread, shows the first greeting again.
- Interacting with the extinguisher in the studios make me see the map again?

Note to Paolo...

-During conversation with Pino, I see "..." twice. Is that something on purpose or something that couldn't be translated? Is he lost for words (what would be a first.. ;-)?
#1262
Hints & Tips / Re: Erk adventures in stone age
Mon 10/11/2008 09:23:26
I had some trouble with that one too :-)
Walk into the cave. Near the end use your items on the ground.
#1263
Hints & Tips / Re: Christmas Quest 3
Mon 10/11/2008 09:22:34
Christmas Quest 1
Christmas Quest 2
Christmas Quest 3

As for the password, it's mentioned several times by the virus:

Spoiler
ultipan
[close]
#1264
Hints & Tips / Re: Bog's Adventure in Easy3D
Sun 09/11/2008 14:01:01
For the clock:

Spoiler
You can use the spoon as little hand
[close]

For the fire:

Spoiler
Now that the clock is set, return to the house. The note said he'd be back by then..
[close]
#1265
Thnx! No more silence then.... btw, what does this add? I started the game and got a lot of music/noise already.
#1266
Hints & Tips / Re: Righteous City part 2
Sun 09/11/2008 13:51:24
You actually don't really use them.... as long as you take them. Opening the correct compartment is enough.
#1267
You can just enter the crawlspace as soon as you've realised it's safe there.
#1268
Hints & Tips / Re: Adventure: The Inside Job
Sat 08/11/2008 11:48:37
Sorry, I have no idea how I came to post this link but you've already found the right one. I must be playing way too many games  ;D
#1269
Hints & Tips / Re: Adventure: The Inside Job
Sat 08/11/2008 10:04:15
Here you go...
#1270
I'm trying to figure out how to detect if an object is colliding with any other object while dragging. The objects can only be dragged horizontal or vertical and are positioned in steps of 25px.

The dragging isn't the problem, the detection is. What I have in the room script.

Code: ags

function noloopcheck drag(Object*o)

....

while(mouse.IsButtonDown(eMouseLeft)){
    
    if (o.Graphic == 1) {
       if (mouse.x - xa > 100 && mouse.x - xa < 175) {
          fX = IntToFloat((mouse.x - xa) / 25);
          iX = FloatToInt(fX, eRoundNearest);
          o.X = iX * 25;
        }
    }

....

    Wait(1);
  }
}

function objTile1_Interact()
{
  drag(object[1]);
}


I've tried to add  if (Object.GetAtScreenXY(o.X + 50,o.Y) == object[t]) in a loop to check all t's
I've tried to add if (object[1].IsCollidingWithObject(object[t])) in a loop to check all t's
I've tried if (PPColliding.OWithAnything(objTile1)) while dragging.

What I'm trying to achieve is that whenever an object collides with any object on screen, it stays at it's current location (no more dragging) until the blockage is cleared.

The area the objects are moving in is a grid of 6 x 6 and the code above is used to make the object 'snap' to grid (working as planned). I've also tried to use and 2d array to keep track of the occupation of the grid cells but that also wouldn't workout (the 2d array does though.).

What am I overlooking trying to detect the collision? Maybe there are other ways to get the job done?

Any suggestion is welcome.

Anyone any suggestion?

[update] Now that I come to think of it: none of the objects will ever overlap. Is there a way to detect any collision? Some kind of PPColliding.OWithAnything(OWithAnything) that can be put in the repeatedly_execute() ?
#1271
@Marion:

I just had a look. Indeed it changes to Turkisch but.... you should change the language in winsetup first. (You have to do both). When you choose english in winsetup, the game starts in turkish, you change the language with the vial and then it continues in English. The blue vial only changes the language of the menu, winsetup changes the language of the game...
#1272
Quote from: Dualnames on Fri 07/11/2008 10:12:43
Gameplay - I'm thinking that point and click, would indeed fit the game better.

I don't agree. I liked the combination of the cursor control, giving you a bit of a platformer feeling, combined with the parser, the nostalgic and the fps, the action. But turning to the point-and-click thing, I'm concerned it will be 'just-another' of those (no offense). This was just what made it unique. I think there should be more games parser based, giving you more sense of freedom (if done right of course) than to 'just click' on your screen.

Quote from: Dualnames on Fri 07/11/2008 10:12:43
I think there's saving.. just type save in the parser or load or restore.

Then there's the schizofrenic system. Through menus at first, through parser next. (The same with the menu/dialog of the room change). Try to stick to one system. Point&Click: menu, Parser: interpreter.

I'm curious what will come out of this :-)
#1273
To be honest, I don't know who's responsible for that archive. I'm not sure if it's updated (don't think so) and who the current owner is. I have a local mirror of that archive with an additional number of games found elsewhere.

There are only some titles missing still.... If you can't see a download link on these pages I'm still searching for it (although there are some that I've found in the meantime).
#1275
Hints & Tips / Re: Righteous City part 2
Fri 07/11/2008 09:29:38
It's a leftover from the first chapter :-)
Spoiler

You should have a piece of plastic in your inventory. Use it on the lock at the morgue and then see that you can make a real one...
[close]
#1276
Sorry...

Well, I think the puzzles could be a bit more difficult. But... not much. Just because there's so many objects to interact with that might distract you from the real objective and make the puzzles to what they are, it's fine. I like playing this way. It's not like a clear path all the way through, but also no searching for needles that can be found in shoes instead of haystacks: the puzzles make sense.

You might want to create a multi-combination puzzle to be solved. First solve the first to get a solution/object needed to solve another, but not too obvious (e.g. create a key from two parts). It's a bit like side-questing, but not too far. In the current games it's most one-on-one. Since you're going to dig deeper into the murder investigation I think it's the chance to also let your puzzles go a step further.

I don't know how the story evolves so can't give you direct suggestions on how to fit the puzzles into the story (can't think of an example at the moment).

Conclusion: You can make them a bit harder but don't overdo it. I'll PM you with some other thoughts....
#1277
Hints & Tips / Re: This Game
Thu 06/11/2008 21:30:12
Didn't you notice the kid's reaction was rather cool?  ;)

Spoiler
Give the icecream to the kid. MYou didn't use it all to brew your shake...
[close]

#1278
I'm not completely certain where you are but..
Spoiler
On the left side of the lake, partially hidden between the flowers is a chain. Pull the chain and stairs are revealed
[close]
If not, can you give me the chapter and score?
#1279
Hints & Tips / Re: This Game
Thu 06/11/2008 14:00:40
Try to see things in a different light...

Spoiler
Take the lightbulb and pole in the livingroom
[close]

Maybe that will take things higher up.
#1280
Thanks. That was then very recently because in v1.2 it wasn't a problem.  :)
Learning every day...
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