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Messages - M

#41
Woh, never noticed this thread before. That's looking/sounding great, Petteri. I like the graphic style and use of colours too. I'm looking forward to it.

-Michael-
#42
Looks pretty cool. Of what I've seen of your game (screenshots), it should fit in nicely. I agree with Pessi about the legs, though. Other than that, I like it.
#43
Quote from: Inkoddi on Fri 02/01/2004 18:51:02
There's only one thing I want to complain about and that is the annoying pixel hunting. ARGFH!
Yeah, its only in a few places but I'll learn from that for my next game. Well, hope you liked it otherwise.
#44

Need he say more? Well.. probably.. I ..er.. um..  vote Poom, please.
#45
Inkoddi:
Take a look at Damien's spoiler at the top of the page (post 20 i think) and AGA's (post 22). That should point a little in the right direction.

petteri:
Spoiler
Yeah, well, you were one of the early supporters that still cared about the game even when it looked dead. Y'know, that was nice... Aww.. I'm getting emotional here.. i.. i've got to go, i've got something in my eye!
[close]
#46
Hints & Tips / Re:Perils of Poom -fish
Fri 02/01/2004 17:39:37
Spoiler
Yeah, try a bit of pixel hunting at the can machine for some cash.
[close]
#47
Aw, now to shamelessly vote for myself. :P Wait a minute.. can I do that?
#48
Yeah, I got it to work (finally) by opening the voting booth thing (the place where it says you have to be logged in etc etc) in a new window. Just hold shift and left-click the 'VOTE HERE' link. Worked for me at least.
#49
Critics' Lounge / Re:Character and Background
Thu 01/01/2004 20:10:04
Looks great, Squinky. I really like it. You've got a nice distinctive style! But y'know.. what happened to Pirate Fry 2 (or did I miss it)!?
#50
Wow, you guys got threw it so quickly! I'm really glad you guys liked it, though (my first game and all).  ;D AGA - cool, I'm glad I got some laugh-out-loud moments in. That's made my day. Asaf - Great, a review! I look forward to it. IM me or something when its out.

Don't forget to check out the sterio section? Y'know, its.. its got dancing.

lspace: Sorry I have no idea why its not working. I made it in AGS 2.56b, not that that helps at all. Have you tried the setup.exe first? Maybe CJ, or someone, has an idea?
#51
Spoiler
Where the goths are there's a locked door. You can get in using the bank card. Basically, once inside you can pull the plug on the goth's music (theres always so some ice in there). Give them something new (did you pick up the sterio from the sewage place on the bottom floor?) and the sitting goth will be more willing to help with hacking the card.
[close]
#52
Spoiler
Just dodge the worm for a while by walking to either the top,bottom or middle of the cave (got to right-click on those areas) and something will eventually happen. Its got a set pattern of where it hits, its not random. It only hits the bottom of the cave twice, though. If I recall it hits something like: top, bottom, top, middle, top, middle, middle, bottom, top, top or something
[close]
#53
Spoiler
Have you pressed the button on the vending machine in the canteen (involves a bit of pixel hunting)? After that you can get the fish magnet from the shop.. and theres an open paint can outside *ahem*
[close]
#54
There's no music in the intro coz there's nothing appropriate for that part at the moment. The music comes in later and then I try to keep as much as I can.

=edit=
There's a walkthrough for everything up to the end of the demo parts of the game here.
#55
Yeah, geeze - sorry. I uploaded it a second ago and forgot it... :P Sorted now. Its always something...
#56
Completed Game Announcements / Perils Of Poom
Wed 31/12/2003 17:28:38
Perils of Poom - here it is. Whipped up in time for the AGS Awards - not that I'm excepting it to win anthing, though. At all.


Thanks to everyone who has supported the game, I appreciate it.

http://homepage.ntlworld.com/ev.cool/poom_full.zip

The music by m0ds is sick! I love it. You can hear the tracks in the STERIO section of the main menu. There is a problem, though. Due to time restrictions, etc etc, the soundtrack isnt finished!! This release of Poom is for the benefit of meeting the AGS Award deadline rather than having to wait another year for it. An updated version with full music will be released in the coming weeks. Sorry. Everything else is done, though. You'll just notice that music is recycled a lot.

Thanks
-Mike-

Oh yeah, there's a short(ish) Bonus Scene right at the end. You have to unlock it first, though!

(Should I have put stats here, like number of rooms etc etc?? Well, There's 96 by the way - most are playable...)

::UPDATE:: 22 Jan
Just a minor update - uploaded a new version of Poom -- all thats different is that some of the 'pixel-hunty' hotspots are bigger or slightly more obvious. Oh yeah, the ship-sales man guy now has a new talking loop (*cough stan anyone *cough*)

Other Poom news - the game's been nominated for a few categories at the AG Underdrog Awards and for Best Game at The Crows Nest.

::UPDATE:: 23 March
You can get latest news on Poom 2 right here. There's also a Poom 1 re-release in the works, with the full soundtrack as well as some extra stuff.


#57
Thanks, Scorpiorus. It doesnt work coz I'm using the default serria one, so I guess I'll try and whip up a custom one if I have time.
#58
Thanks for the reply. I've already got code similar to that, but I'm kind of paranoid about editting it too much. Which part of the code that you wrote refers to the interactions in the Inventory Screen exactly, so I know which stuff to add?

This is the code I've got already:


function on_mouse_click(int button) {
 // called when a mouse button is clicked. button is either LEFT or RIGHT
 if (IsGamePaused() == 1) {
   // Game is paused, so do nothing (ie. don't allow mouse click)
   }
 else if (button==LEFT) {

   //inv item in use?
   if (GetCursorMode() == 4) {
   SetCursorMode(0); }//set to walk - so cursor looks like default
   else {
   if (GetHotspotAt (mouse.x, mouse.y) == 0)
   ProcessClick(mouse.x, mouse.y, MODE_WALK );

   if (GetHotspotAt (mouse.x, mouse.y) > 0)
     ProcessClick(mouse.x, mouse.y, MODE_LOOK );

   if (GetObjectAt (mouse.x, mouse.y) > -1)
     ProcessClick(mouse.x, mouse.y, MODE_LOOK );

   if (GetCharacterAt (mouse.x, mouse.y) > -1)
     ProcessClick(mouse.x, mouse.y, MODE_LOOK ); }

   }


 else {   // RIGHT-CLICK, so USE

   if (GetCursorMode() == 4) { //If inv item is equipt
   ProcessClick(mouse.x, mouse.y, MODE_USEINV); } //use the item
   else {
   ProcessClick(mouse.x, mouse.y, MODE_USE ); }

   }
 }

I'm using AGS 2.56b, by the way.

Thanks

-Michael-
#59
Just doing some last minute tweaks to a game...

My interface is right-click to use/interact, and left-click to look (BASS style). When an inventory item is in-use (i.e. the cursor is an inventory item) you can right-click to use it, and left-click to de-select it and get back to the normal game cursor.

The thing is that in the Inventory Window/Screen, the interface isnt the same. When an inventory item is selected, you have to left-click to use and right-click to de-select it. Its probably very simple but any idea how I can change the interface in the Inventory Screen to be the same as the rest of the game?

Thanks

-Michael-
#60
Bah, its christmas - I might as well join in! Happy Christmas, everyone. Hope you all have a great (etc etc).
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