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Messages - Matti

#2441
Quote from: TwinMoon on Mon 16/06/2008 16:31:07
You can't reinstall .NET?

No, I can't. There are some strange .dll-problems while the installation runs. I checked a few forums dealing with that but none of them really helped me getting it to work. I don't know, perhaps it's a virus or something but Anti-Vir and another program didn't find a thing...

Edit: And this problem ocurred all of a sudden, not when I tried to run the 3.0 Editor the first time.
#2442
Well, not very creative and I know that an egg would hardly look or break like this, but my first idea was too difficult to realize while my second idea was taken away with garage's starwars scene...





I made a second one and I hope that's okay:





Oh, and a little third one if you don't mind:


#2443
Critics' Lounge / Re: sprites for my rts
Mon 16/06/2008 14:51:02
I also think that the grey is okay, you should just add some details and some other colors too.

Here's a crappy and speedily drawn example:

#2444
I think I have exactly the same problem. As far as I remember I've had the same error message when trying to open the editor about a month ago. But I'm pretty sure that it has to do with the .Net Framework. I uninstalled it and since I'm unable to reinstall it.

This problem still exists and I'm currently planning to format my harddisc..
#2445
Quote from: Nacho on Fri 13/06/2008 11:48:02
Quote from: matti on Fri 13/06/2008 10:32:50
But what's a lucasarts-style sprite? What's wrong with mine?

Nothing...

[...]

If you have success in doing that, and both entries so far did, I am not going to invalidate your entries, even if you fail with the restrictions a bit, ok?

Okay, then there's nothing to worry about. I just though my entry didn't count for some reason I couldn't comprehend.
#2446
Quote from: Gilbot V7000a on Fri 13/06/2008 03:44:36
Lucasarts Entertainment Company

Hahaha... I didn't know what LEC means too. So i googled and found something like that:
LEC


That's why I talked about cars and stuff. But what's a lucasarts-style sprite? What's wrong with mine?
#2447
Critics' Lounge / Re: sprites for my rts
Fri 13/06/2008 10:08:33
The radar building is okay. The supply depot is abit out of shape. Why not making the door brighter, that worked with the first sprite? The goldmine.. er.. looks like a baloon or something, should be completely redone, I think.

Also, your sprites aren't drawn in the same perspective as shown below:




btw.. how do you make a translucent color when posting a pic in the forum?
#2448
I think I found a bug.

At the beginning of the 1st chapter when talking to the captain the close-up-view suddenly changed to a conversation with the cook Mister Smee and Dread is standing somewhere at the bottom right corner of the screen, outside the walkable area. I think this just happens if you talk to the captain BEFORE talking to Mister Smee, but I'm not quite sure.

But it's no big deal, though standing outside the walkable area one can still leave the room.

But let me say: It's a really nice game  :)

EDIT: I just tested it again and it works if you talk to the cook before talking to the captain.
#2449
Quote from: S on Thu 12/06/2008 18:29:55
EDIT: Btw, how to you change the title of a topic to indicate that it's been updated?

Just click modify in the upper right corner of your first post.. (edit: just like you did with your last post)

Nice scrennshot. It has atmosphere and i really like handdrawn pictures/games..

The GUI is okay, though I prefer changing cursormodes..
#2450
Quote from: Nacho on Thu 12/06/2008 17:10:25
Sorry Matti, I am looking for LEC look alike sprites.

Hey, you just wrote "vehicles".., isn't a high wheel a vehicle?  ??? Cars and motobikes are so boring...

But well, I'll see if I make another one.
#2451
It's some upper-class guy from around 1900 who is very proud to possess the enormoust high wheel ever built. To ride it he needs to use his walking stick as a stilt so he alway keeps a second stick in his suit.




x3



the guy: 20x50, 13 colors
the wheel: 94x75, 8 colors

If it should be necessary to use 16 colors for each sprite and if it's important to use the whole given space then I'll redraw it, just let me know.
#2452
50x20?

So no fat guys allowed ?

Is 16 colors the maximum or are the sprites supposed to have exactly 16 colors?
#2453
Okay, thanks, Vince.  ;)
#2454
Well done. Thanks for all the work.

Like JBurger said: A all check box would be nice.

I think I found two unmarked games with broken links: Anna and Spooks.
#2455
Well, I just played through it and don't know what to write than things that have been said a hundred times before:

Funny dialect + dialogs, really nice graphics and I enjoyed playing it.
#2456
Quote from: Tuomas on Wed 11/06/2008 15:33:04I don't think Adventure games *should* be anything else than what they are

Exactly. And what they are depends on who you - the game maker - are. Of course adventures can be very serious, dealing with political and social issues, if YOU are interested in such things and want to put them in your game. Same thing with sexuality, crime, drugs etc. You should always do what interests YOU and what you find important, otherwise the game wouldn't be 'original', but more like mainstream-games who are supposed to please the mass.

As for me I wouldn't even consider making an adventure if I wouldn't have artistic skills. I'm drawing, I'm writing and making an adventure is just another genre of art I'm currently experimenting with. And it doesn't matter if I draw or write or make a game it always expresses myself to a certain point. The topics and the settings I choose aren't just coming from nowhere. And I really just make the game for myself. This should not be misunderstood as some sort of selfishness: I'd be happy if people like my game. But it's also okay if they don't, I don't make it for them or anybody. I just make it like I just draw or write something.

-> It's the people themselves who make the game interesting respectively the differences of the adventures who basically depend on their makers is what makes the genre interesting.

-> The opposite is making games for an audience as great as possible just to sell it or something...

-> I don't think adventures should be serious as well as I don't want aventures to be funny in general. Everything is great as long as it is original and creative or just entertaining.
#2457
You definitely should go through:


Getting started


Scripting


For running a script during or right after a dialog you need the command run-script x (just like goto-dialog x) in the dialog script. Then, in the global script there's a section dialog_request, wherein you can script whatever should happen.
#2458
Well, it should look like that:



The options lets you write down the sentences the player can say.

The script lets you write down what happens if the player chooses one of the options. "Show" means the option is displayed when the dialog starts, "Say" means that the player says what you've written down (like "Nine" or "seven", when choosing the option.

The dialog editor is really easy to use, so please just go through the tutorial.

As for the script to letting the dialog start and make things happen after the dialog is finished, the same: look it up in manual.

It's the dialog editor from v.2.7.1, so it could look slightly different.
#2459
In the dialog editor you write down each sentence the player character should be able to choose from (@1,@2,@3 etc.)

In the script you write down what the other character is supposed to say (Mickey:"...")

EDIT: dialog 1 is in fact dialog 0...
#2460
You can modify your posts, Appz.

Okay, to illustrate what Gilbot said:

DIALOG 1, top of the script:
Micky: "What is 2+5?"
return*

@1 (answer "seven"):
goto-dialog 2

@2 (and 3)
return


DIALOG 2, top of the script:
Micky: "blabla?"
return

@1 (and 2):
goto-dialog 1*

@3 (right answer)
goto-dialog 3


DIALOG 3, top of the script:
Micky: "blabla?"
return

@1 (right answer):
run-script x (if you want something to happen after having answered the 3rd question correctly)
stop.

@2 (and 3)
goto-dialog 1*


*If you want the conversation to stop when jack gives the wrong answer, replace goto-dialog 1 / return with "stop."
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