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Messages - ManicMatt

#3241
I was playing the game last night! (And the speech pack IS worth downloading!)

Everything seems excellent about it so far! Except fatman could walk a bit faster (Okay he IS fat) and the sudden deaths are a bit cheesy. (So I've put it on easy. Hey don't mock me! Don't you know who I am? I beat ninja Gaiden!)

Was the appearance of AGS in GameMaker magazine (RIP) ever noticed in here?
#3242
That looks a lot better!

You've chnaged the hat? That's just as well because I thought the yellow hat was a safety helmet! But it mustn't be.

I'm still concerned about the space around him. Is this the whole height and width of space around him on your saved file? What if he needs to bend over to pick something up? He'll go off the screen!
#3243
Within seconds of being on that site I was asked to vote whether black people should have been send to another continent which in their opinion would have prevented racism. That is the biggest piece of crap I have ever heard.

I too won't be wasting my time on that link!

I'd rather waste my time here...
#3244
Thanks, I'm downloading it now!

It has voices, too? Cool! (Actually, I know very little about this game)

I'm guessing it has no relation to that amiga platformer game called fatman?
#3245
General Discussion / Re: The AGS community
Fri 02/12/2005 21:11:57
The photo CJ posted illustrates how emotional it's getting!

Well it made me laugh.

This site is a far cry from this chat site place I used to visit often. It turned real nasty, people impostering myself and others, mocking, flaming, insulting and taking the piss out of deceased members. Not on.

Dammit back to making my game!
#3246
AGS Games in Production / Re: Secrets
Fri 02/12/2005 20:16:15
You're quite right, I really should! I'm doing away with those gradients now. (In 95% of all cases)

Someone on here showed me the noise gradient effect! I'll give that a try!

Although my strengths lie in dialogue and story telling, I do want to make a good impression with the graphics! (I was tempted to kidnap Increator or big brother and force them to do the backgrounds, but I want my work to be my own.)

Yes, I am joking. Don't panic.
#3247
General Discussion / Re: The AGS community
Fri 02/12/2005 19:09:57
Not a political debate Farlander, but an ANIMAL RIGHTS DEBATE!!

That poor fish... no one deserves the cruelty of being in the company of Bush!

Thank you, Mr Colossal! I've been working hard! Mostly ripping my hair out from once again missing out the odd { in the code, but SSH set me straight.

This pointless post is brought to you in co-operation with Grog away! The toothpaste that doesn't melt under grog intense conditions!
#3248
This appears to work, thanks!


// script for Hotspot 1 (Hotspot 1): Interact hotspot
if ((player.InventoryQuantity[12] == 1) && (player.InventoryQuantity[13] == 1))
{
object[0].Visible = true;
object[1].Visible = false;
object[4].Visible = false;
return;
}
}
#3249
Oh now I remember! Silly me!

Yeah the underdogs site never works for me! It says "out of date" or "you are a bot!" or something along those lines...
#3250
If EGO has both items he will not find them again in the hotspot after shutting it, and opening it again.

  // script for Hotspot 1 (Hotspot 1): Interact hotspot
if ((player.InventoryQuantity[12] == 1) && (player.InventoryQuantity[13] == 1))

object[0].Visible = true;
object[1].Visible = false;
object[4].Visible = false;
return;
}

The game just appears to ignore the check and makes the items invisible.

Please advise! Is there something wrong with this scripting? If there are conditions afterwards on the interaction menu does it just ignore them?
#3251
General Discussion / The AGS community
Fri 02/12/2005 14:14:58
I just want to say thanks to this community! You've all been real kind and helpful!

Hopefully one day I can return the favour by releasing my game for you lot to enjoy!

*Does this post make it sound like I'm leaving? I'm not!*
#3252
I made some changes.



NOTE: I'm at the same level of graphical ability as you, and I'm just a person who is trying to be helpful all the time.

But one thing I can say, that I think is right, is that your character will need a bigger area of space around him so you can animate him without any problems.
#3253
hey fatman creator! Your link to your game is broke or something, it was a while ago I suppose, has it been fixed yet? I wanna play it!
#3254
Yeah Czar I used to play that game at school, or with my brother!
#3255
Critics' Lounge / Re: A whimsical scene
Thu 01/12/2005 23:17:50
true, but it's a cartoon. I could complain that guybrush has no nails, you know? Or no nostrils.
:)
#3256
Wasn't there a dildo in that AGS game, rape escape or something?

I'm tempted to put a milkman who died in 1929 in my next game.
#3257
Well, boring except for the metal slug series, these days.

I've never heard of those two programs either.

I learnt of AGS through this ill-fated magazine called "Gamemaker" which had AGS included on the disc. At the time there was only an aging computer in the house, and when I bought the expensive magazine I was sad to realise the disc was a DVD-ROM and the ancient computer was CD_ROM only. Boo hoo!

So, one of the reasons for saving up and getting a pc this year was AGS!
#3258
Ah! Yes, it['s not complaining, and the game runs...

however...

my character isn't saying anything!

I think I'm supposed to put this in my script, but the engine doesn't understand it.

DisplaySpeechQ_RE();

(Thanks for helping me out btw!)
#3259
Critics' Lounge / Re: Location Demo
Thu 01/12/2005 19:02:04
I have to agree on the size of the character. It felt like she was a different size on every screen!

But it did look class, gorgeous.

Yeah, sometimes like on the long bridge, I didn't know where I was until I started clicking everywhere.

Neat living, breathing world!

I hope there will be NPCs in the game? (I understand it's just a basic tour right now)
#3260
I deleted the int charID bit after realising what it represents, and pasted the import definitions into the script header.

Now it says it doesn't know what this is:

return IsOverlayValid(cur_overlay);
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