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Messages - Mazoliin

#121
Deep down under our civilization, there's plumbing to be done...



You take the role of our plumbing hero to ensure that life on earth can
continue with no major breakdowns.

Fix taps and avoid the dangers of the sewer in order to complete your quest...
...or die trying!

Brace yourself for this mindblowing adventure in the wet, stinking underground.




[http://www.mediafire.com/?oz25g4ewvmh]PlumberBoy[/url]




Game Page

Scripting, art, animations:
Mazoliin

Music, sfx, beta-testing, proof-reading:
TwinMoon

If you want the whole "Plumberboy" soundtrack, you can get it at:
http://twin-moon.blogspot.com/search/label/PlumberBoy


31/1 2009[/b]
Crucial update since level 35 appears to be impossible to complete

10/8 2008
Yet another version.
* The game now remember the passwords
* Bugg fix

29/7 2008
Yay, finally a new version.
* Added Z & X as alternative controls
* Tweakd walkable area
* Made the "bonus" level an actal bonus
   
Spoiler
You must have played through all rooms in order to enter the "all boss" level
[close]
* Fixed some buggs
#122
*phew*

Then I can continue on my entery. Would be a shame if I didn't finish it, 'cause you can't beat that retro graphic ;)
#123
QuoteYou are not allowed to (re)use material already created before this competition, you game must be completely new! An exception goes for sounds and music where you can also use free material that is available to the public.

Does this count for plug-ins and modules to?
If so, then I'm screwd :-\
#124
Let's see if I have understood this right. Then this might be some help for you.

Code: ags

//Top of global script
String RoomDescription;
export RoomDescription;

//In the script header
import String RoomDescription;

//in repeatedly execute
lblLABEL.Text = "%s", RoomDescription;

//An then you just need to change the string every time you want a new description.
#125
Critics' Lounge / Re: C & C for outdoors BG
Tue 17/06/2008 12:23:06
QuoteHow do you people get the time to finish games?

It's easy, you don't...
#126
Critics' Lounge / Re: C & C for outdoors BG
Thu 05/06/2008 09:24:04
Nice work you got there, but here's the few little things that I noticed:

The cloud on the right is grey, when all the others are white, why? Is a storm comeing, and if so, why is it only one gray cloud?
And if it isn't a storm comeing I would like to see it all lighter, or atleast some higher contrast in the light (like it is on a sunny day), because I feel like the sky are saying, hey it's sunny and warm, but all the other is saying it's not.

Other than that it's, as said before, very good indeed.
#127
Critics' Lounge / Re: First Sprite C&C
Thu 29/05/2008 18:59:20
I've some problems with the feets of the dog and its right ear (our left) is a bit pointy, and the snowman shape of the body.
And those empty eyes, staring at me...
#128
Critics' Lounge / Re: First BG
Mon 26/05/2008 19:47:05
I like it, especially the clouds, but I'm feeling a bit irritated about those white spots around the black outline, but you maybe choosed it to be there.
The left side feel a bit empty, so a tree or a lookout tower as stupot said wouldn't be too bad.
Also the street feels a bit empty. Maybe a dumpster or a fire hydrant would do the trick.
And please, no transparent boards thank you. ;)
#129
I assume you have the knowledge of makeing a GUI so here's some simple code.

Code: ags

--------------------------
***In the global script***
--------------------------
//Top of global script
int Health;
export Health;

game_starts {
  Health = 100; //Or whatever you want.
}

repeatedly_execute {
  lblHealth.Text = String.Format("Your health: %d", Health); //Sets the label lblHealth's text to the current health.
}
---------------------------------
***In the global script header***
---------------------------------
import int Health;


So all you then need to do is write Health = 90 or Health -= 10 to change the health.

The same if it's skill, and then you can always check if the skill is enough.
Code: ags

if (Skill == 10){
  Something
}
else Display("You can't do it!");
#130
And we have our winners!

  3rd place goes to:

PixelPerfect

  our strong nr 2 is:

TwinMoon

  finally, the ultimate nr 1 apacalypse:

Ben304

And of course a big thanks to every one that didn't quite make it to the end.
#131
Yay! More competitors. :D
Consider this Sprite Jam closed 00:00 forum time, unless some one would want it extended.
#132
DP AGX! That's so awesome! :D

You people are amazing, can't wait for the game and AGX!
#133
Sorry, I don't understand.

What code did you use?
How do you want the character to walk?

If you want the non-player character walk around in a path (say, a patrolling guard) you can use this:
Code: ags


//In room repeatedly_execute

if (cGuard.Walking == false){
  cGuard.AddWaypoint(x1, y1); //First place to walk to
  cGuard.AddWaypoint(x2, y2); //Second place to walk to
  //Keep adding the above AddWaypoint depending on the route
}



Hope this is to any help
#134
There's the FollowCharacter command, I believe it's what you're looking for. Read the manual to get more information about it.
#135
I've uploaded the trophys in the first post.
And keep the sprites coming, there's still plenty of time left.
#136
How will it all end?

Well, it's up to you to decide. It can be anything from a nuclear bomb to a mad scientist transforming the whole planet to jelly.

Rules:
* Max size 150x150
* No more than 32 colours

The winners will be chosen by skill and creativity.

Now, go nuts!

Trophys:
     
#137
Quote from: scalad on Tue 15/04/2008 11:26:16
Conan O'Brien's Adventures - Vigoda's Revenge    
Sorry to tell you, but this game is dead.

Oh, yes:

* Lode
* Resonance
* The Forgotten Element
#138
Critics' Lounge / Re: Critic on a back
Mon 14/04/2008 16:30:05
Try make the floor "flatter" and flip the grateing on it. Also all the objects seems awfully smudged/glowing. Makes me feel like theres some dirt on my screen and it really annoy me.

Other than that I have to say that you have a quite interesting style.
#139
Yay! A trophy :D

Let's see if I can come up with something as interesting as this were.

Btw, I love that chipmunk, hilarious ;D
#140
In the Room Editor - Settings, there's a check box "Play music on room load", check this and enter the music number in the box at the right of the text. This will play the music when the room loads.

However, if you want to play the music after a sertain event, you have to use the PlayMusic(X) command.
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