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Messages - Mel_O_Die

#41
AGS Games in Production / Re: Scene 1 Take 1
Thu 31/08/2006 19:53:03
Quote from: Worm III on Thu 31/08/2006 19:31:23
but I'll try to have landmarks that when you get to a certain point, you'll return back there...

it is a good initiative :) a good game needs to hold the player in interest and not to weary it with too many unfruitful and repetitive trys

good luck!
#42
AGS Games in Production / Re: Scene 1 Take 1
Thu 31/08/2006 09:32:19
i've tried it and it looks very good graphic style!

the concept is very interesting (as i allready said) but, in game, it's a little annoying to allways have to restart all for every little mistake :s

maybe a system of "life" (or a kind of "improvisation joker") will be make the gameplay bester ?
i don't know :)


good luck for the rest!
#43
AGS Games in Production / Re: Scene 1 Take 1
Wed 30/08/2006 21:54:49
very good concept!

it seems to be interresting, i'm waiting for the demo now :)
#44
yeah! it works perfectly  ;D

thanks!
#45
i've tried that but it doesn't works, nothing is written in the label

maybe i must change a thing in the code but i don't know what to do and where
#46
i reply here with a new question because i don't want to create a new topic about timers but i have a little problem with that code

it works fine (with some modifications for AGS 2.72 script) but this timer pauses automatically when character's speaking or player browses inventory

how can i do to get this timer works in these cases?

(but i want it paused when the game is "officially" paused like in menu or save/load windows

thanks!

PS: here's my code for 2.72
in top of global script i declare these variables:
Code: ags

// main global script file
int second;
int minute;
int hour;

and in repeatedly execute i have that:
Code: ags

function repeatedly_execute() {
//////////////////////////////////TIME////////////////
if ( GetGlobalInt (4) == 1 ) {Ã,  Ã,  Ã,  Ã,  Ã,  // Make sure timer is supposed to be running
Ã,  SetGlobalInt (4, 0);Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // Disable it so this doesn't keep getting called
Ã,  SetTimer (1, GetGameSpeed());Ã,  // Start the timer based on the game's speed so that time is measured correctly
}

if ( IsTimerExpired(1) ) {Ã,  // Once the timer has expired (one second)
Ã,  second++;Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // Increment seconds
Ã,  if ( second == 60 ) {Ã,  Ã,  Ã,  // Increment minutes and reset seconds if needed
Ã,  Ã,  second = 0;
Ã,  Ã,  minute++;
Ã,  }
Ã,  if ( minute == 60 ) {Ã,  Ã,  Ã,  // Increment hours and reset minutes if needed
Ã,  Ã,  minute = 0;
Ã,  Ã,  hour++;
}
Ã,  SetGlobalInt (4, 1);Ã,  Ã,  Ã,  // Restart the timer
Ã,  
}
Ã,  
counter.Text = String.Format("%02d:%02d:%02d", hour, minute, second); // "counter" is my label's name
}
#47
yeah! thanks for that (the cutscenes) it works perfectly  :o :D

my problem was caused by a set walk-to-point don't skippable by the cutscene, i removed it and put my cego.walk in the start/end cutscene

great! thanks very much again
#48
thanks for your answers but i try these two methods and i think that i made wrong things and it doesn't work  :'(
#49
Hi! I made some research on this forum but i can't found anything about my little problem

i just want to skip the walking sequence on double click (or re-click) on the exit area and directly go to the next room

i have try with a "while" loop but it doesn't work

how can i made that easy?

thanks :)
#50
cool i love Dr Who and it might to be great with lots of fun!

good luck for creation :)
#51
Great background update

**want to see more**

good luck for continuing your work :)
#52
Post reformatted on august 24.

I'm actually working on a playable demo translated in English
so please wait :)
#53
That was funny :) i got the 8 differents endings :d

Spoiler
skeleton/naked men/Backward/Front/Guybrush/Ellen/Flinstone/Twin
[close]

#54
Quote from: LJUBI on Sat 08/07/2006 14:37:58
It looks great, do you use some vector drawing program?
And Emma is so cute haha!

Thanks again **:):)**

And for the drawings i begin to draw backgrounds on paper, and after numerisation i use photoshop pen tool with an enormous number of shapes (about 2.500 vector shapes in each parc background) and use selfmade brushes to get trees effects

a very big work, i spend approximatively 5hours for one bg :d
#55
Thanks for your comments! think about visiting game's website and leaves some comments :)

i hope you will enjoy the final game (i'm working hard to do my best!)


Quote from: TheYak on Sat 08/07/2006 11:01:26
I'm curious, though; is the resemblance to the English word "hemorrhoid" intentional?

huhu yes, it's an intentional "joke" (the french word is hémorroide) about the base concept of the character, "she's a little crazy girl who are allways where she's the most undesired" (sorry for my english) :d

be reassured, there will be no hemorrhoids or another bad taste things in the game :)
#56

I'm a big fan of the point n'click games from the 90's to nowadays. i've been planning to use my graphic abilities and my twisted mind to create a game for years. After a bad try in 2004 i'm restarting all now and will try my best to realize it



Emma Roïde, a little strange girl, is locked in her own bedroom without any reason. After she's got out, some particular events happens in her world. She will have to investigate about them by solving the clues that stop her anytime.



Detailled Features
- Realisation: Mel_o_Die (Kyt_n8 is my other nickname if you see it anywhere)
==>Design, Drawing, Animation, Programming, Setting up, Sounds (except music), Webmastering, Scenario etc.

- Used Engine: AGS (Adventure Game Studio)


(project in progress, the following informations will be modified)

- 50 Animated Backgrounds
- 10 Interactive Characters
- 4 Hours of game
- Voice talent recorded
- Unique true type font
- Sound FX

- Original Version in French, texts translation in English available
- Fully hand-drawed on computer, without any 3D
- High Resolution 640/480

(updated on 16 december 2006)

[■■■■■■■■■■] Graphics & Animations (redrawing the main character to a better way) (100%)
[■■■■■■■■■■] Scripting (details)Ã,  (100%)
[■■■■■■■■■■] Scenario & Puzzles (100%)
[■■■■■■■■■■] Music & SFX (10%)
[■■■■■■■■■■] English translation (100%)
available now on official website
emma.roide.free.fr


Contact me for any bug repport, comment, suggestion, english translation errors etc. thanks!

(updated on 14 december)
Click to view in 640/480


Demo preview:
Ã,  Ã, 
First: Emma's Room, beginning of her adventure
Second: Rooge's Room, a friend of Emma

Ã,  Ã, 
A discussion with Rooge about a mysterious Soda


Old ones:
Ã,  Ã, Ã,  Ã, 
first: Residence outdoor
second & third:The Parc & The Fountain (animated water elements)
[/i]



(X MAS VERSION! on 8 december 2006)

Offcial Game's Website, check it out!

http://emma.roide.free.fr
[/url]

[/url][/size]


Old News:[/u]
(14 december, 2006)

- Website updated
- Emma is on Myspace now!
- Demo will be available on december 16 (estimation date)

#57
Hi! I'm just starting to use AGS (very cool program!) but i don't understand all :s

I'm actually testing program possibilities and i'm locked on many thing, but the one i wish to solve is the following:

What should i do exactly (how & where in the program or script) for having voice & text (display message when looking at a hotspot for example)

I've made some search on the manual, forum & google searchs but i found nothing working or explaining how that works...

ps:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=19748.0
i found that thread but it doesn't work cause i don't know where i have to put that:
Quote from: strazerOh, and you have to do
Ã,  Display("&1 Hurrah, I have a voice!");
for NARR1 of course, just like with DisplaySpeech.

Thanks for helping me :)
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