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Messages - Matti

#1121
Well, I got stuck at some point and couldn't save, but I'll finish it the next days.. and I really like it so far. As others mentioned, the atmosphere is great and the virtual-real-world change gives a lot of depth to this one-room game. The music is quite cool too.

Keep up the good work, Technocrat.

Btw, you misspelled "babylon" in the thread title  ;)
#1122
Completed Game Announcements / Re: Kuma Story
Sun 31/10/2010 23:46:25
Cute, simple and stylish.. playing this was a short but worthy experience.

At some point I should make something small too.. instead of being overwhelmed by several large projects  ::)
#1123
I'm curious..
#1125
The Rumpus Room / Re: Happy Birthday Thread!
Sat 30/10/2010 12:03:47
Happy one, bog!

..and a belated to Ponch.
#1127
Quote from: Mariano Cirigliano on Thu 28/10/2010 18:02:54
In this TEMPLATE the inventory it is open to pulse the botton MouseRight.
How closed the inventary pulse button MouseRight.

The same way.

This is all basic stuff, more or less. Do the tutorial, read the manual. And find someone who SPEAKS SPANISH! Most of us no hablan español, sorry.
#1128
General Discussion / Re: Mind maps
Wed 27/10/2010 23:18:25
Batwitch.. that's one heck of a mindmap.  :o

That must've been a lot of work, but I can see that it might be useful. Just randomly writing these things down wouldn't work too well I guess.
#1129
Wow, you dig up an ancient thread, start two new ones and now you're randomly sending PMs around so that people will deal with your issue? Jeeez.

Calm down, dude. If you post here, people will read it and help you if they can. Do you want us to make your game for you?
#1130
Here's a module for the BASS control, it's pretty similar to the Dig afaik:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38762.0
#1131
- Drag'n'drop for sprite folders!
- A checkmark option "ALWAYS USE ALPHA-CHANNELS" for importing sprites
- Auto-selection of the delay-panel when selecting a frame, so that you can immediately type in the delay

I'll extend this list if I come across other issues.
#1132
Quote from: Twisted on Wed 27/10/2010 13:39:23
would it be ok to post the actual script? (it's a bit long)

That's not only ok but the best way to track down the bug.  ;)
#1133
Instead of
cash = (cash + reward1);
return cash;
you can write
cash += reward1;
Also, you can add your variables in a row like this:
int slot1, slot2, slot3;


But I don't really see a problem here, are you sure it doesn't work?
#1134
I totally second all of ProgZs suggestions. They would make everything much easier.

Oh, and as for the GUIs: Aside from locking, snapping etc. it would be cool if one could zoom in like in the room editor.
#1135
No problem  :)
#1136
Critics' Lounge / Re: City map
Tue 26/10/2010 23:59:53
Yes, the outline issue botheres me too and I guess I'll give the buildings outlines as well. I see if I can find time to update the image tomorrow.. it's a bit too sketchy anyway.
#1137
Display("Hello %s and %s", name1 , name2);
#1138
Critics' Lounge / City map
Tue 26/10/2010 18:03:02

Yes, I am finally working on an adventure again.

This is a very early mockup of the overview map where the player can decide where to go. I am going for a rather simplistic look, I don't want to draw a detailed city here.. though of course the final picture won't look as sluggish and boring as this mockup.

I just want your opinions on a few things for an easier decision.

1. Would you prefer a more realistic and detailed look like the small buildings to the left (below the oil rig), or a more 'symbolic' look like the other buildings?

2. At the top is a picture and a description for the locations that are available for the player. Would you prefer that the player can select locations or that the stuff at the top is only visible when the mouse is hovering above a location?

3. In either case I definitely want to make the available places obvious and standing out. I'm thinking of making these places more detailed or give them a color (like in the picture) and an outline when it's selected or when the mouse is above. Any other ideas or do you think the buildings could use some color anyway?

I'm interested in everything that comes to your minds, just give me your thoughts.

#1139
Do the tutorial!

1. Load the images into the sprite manager.

2. Create a view and assign it to the character.

3. Add frames to the view's loops and set their images by using the sprite numbers.

Btw, it doesn't matter at all whether you use photos or paintings or whatnot.. but seriously, this can all be easily found in the manual.
#1140
Critics' Lounge / Re: Screening Test...
Sun 24/10/2010 12:55:55
Right direction, but the wooden bars are still way too dark.
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