I dont know .because i dont play Hamlet yet.but read some news from this game.that was point to similar Samorost and Machinarium .i think answer is yes.
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Show posts MenuQuote from: abstauber on Wed 28/04/2010 15:02:27please ignore mouse for platform engine.or aiming even.please read above again.
Alright, I have scripted mouse aiming. Just aiming, no shooting yet
Quote from: abstauber on Wed 28/04/2010 15:02:27excellent news. Its best gift for me.
I'll see if I can finish a small demo in the next weeks, where you can check for yourself.
Quote from: Khris on Tue 27/04/2010 18:20:04Is it 256 char for per dialogue or totally in the game?
3: You can do that but AGS supports only the first 256 characters.
Quote from: Khris on Tue 27/04/2010 18:20:04......mmmm....I think pretty need 90 slot!!!.
2: If the three "I" look different you'll need three different slots (if you're using Radiant's FontEdit). So what is the total amount of different symbols?
Quote from: Khris on Tue 27/04/2010 18:20:04Thats right.but I think need more key.can you explain clearly what i do?
1: Say it's around 50, then in theory all you have to do is overwrite other characters you don't need (e.g. $ % & etc.). That's pretty inconvient for game design of course, every string inside the game/code will look like random characters. You could stick tiny pieces of paper on the keyboard and draw the farsi characters on them, then type in the game's strings blindly.
Quote from: abstauber on Sun 25/04/2010 19:14:05
@MEHRDAD
Hehe thanks. Well I still have to decide in what direction I'll go. After a few more submitted surveys, we'll see. But at the moment it seems that I can't avoid wall grabbing
Quote from: abstauber on Sun 25/04/2010 11:21:04
@MEHRDAD
I'm afraid you wouldn't be too happy with it at the current stage as it's a scrolling and tile based. And currently even the animations are like in Super Mario - but the survey already tells me to rethink that
Quote from: abstauber on Sun 25/04/2010 11:21:04
Iji looks really interesting, just like a fast paced Flashback. I can't watch the trailer on youtube anymore or I loose the motivation to write something on my own
Quote from: abstauber on Fri 23/04/2010 08:15:53
Nontheless, I can add a mirror - you said you can access mediafire?
Quote from: abstauber on Fri 23/04/2010 08:15:53Yes.of course.this is a very short flash animation from me.I was made in 1 hour time.it was very simple for a learning physics multimedia CD book.(little worm into the animation to be continued into the menues and interfaces multimedia CD.i can upload all worm animations if you want).
If you have access to mediafire, you could also upload some of your animations
Quote from: abstauber on Fri 23/04/2010 08:15:53
On seconds thoughts - if you already know, how to use flash, you could also use it to make a platformer as well. That way you wouldn't have to downgrade your vectors to low-res pixels in AGS.
Quote from: abstauber on Thu 22/04/2010 18:23:11unfortunately I can not downoad this file.it is filter in my country !!!(Iran).If is file open source,can you a mirror link?I need seriously to this open source.(mediafire or rapidshare).sorry for your time.
Hi there,
first of all: if you have no idea how scripting works, starting with a platformer in AdventureGameStudio is not an easy task.
I'm pretty sure, you've already taken a look at Calin's marvelous opensource platformer.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39261.0
Quote from: abstauber on Thu 22/04/2010 18:23:11Thanks.can you write a simple code?
Question 1: Simply save the the players y-position and apply it in the next room. The only problem is that you have to make sure that the player can actually jump there. So if there's a wall in the next room, you should block the jump in the current room too (like drawing the wall there as well)
Quote from: abstauber on Thu 22/04/2010 18:23:11Mirror link please(read above).can not download open source!!!
Question 2: Look at Calin's work to see how gravity works. If scrolling is a problem, simply reduce the roomsize to 320x200
Quote from: abstauber on Thu 22/04/2010 18:23:11Ok.thanks.for a another alternative can i use coordinate x,y for grab ledge?
As for Question 3: You'd have to check if there's a solid region at the level of the player's head. If that region is found, you can start the "grab" and stop the player from falling. It's bit like Calin did the walljumps.
Quote from: abstauber on Thu 22/04/2010 18:23:11
btw. just out of curiousity, have anying of your animation online?
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