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Messages - MiteWiseacreLives!

#721
Hey guys,
Maybe you can help some of us not smart people who are trying to get onto the ags website. I can't seem to find anything clear on what changes where made yesterday. I am getting redirected to the wiki site when I type in the address I am used to using, from there I can't find links to the forum nor the regular site. www.adventuregamestudio.co.uk
Does Chris Jones hate me?!?!!
#722
Invisible Character walking across x-axis and a looped background like the other guys described..
I am new, but I think this is what your getting at??
#723
Two weeks... yah I can dig it, it's right on.
#724
The Rumpus Room / Re: N33D H3LP!!
Fri 21/12/2012 20:07:43
I AM WOKIN ON A DLC PAK FOR UPGRADIBLE WIPS THAT SUMMON NATSI WIZRDS, YOU CAN USE IF U HELP ME DLC SOMETHING TO UNLOCK, I NOW ITS CUMPICATED FOR AGS, BUT I HAVE TO MANE IDEAS I CANT STOP!
#725
We are still plugging along.. got a couple more rooms from him, now I have a tonne of scripting etc. to do, he pops in and checks it out here and there.
I sorta think it's good for a young guy to see that he can do something cool and not just daydream about it.. I usually pick up the slack in the work that goes into our projects, he enjoys the planning and final outcomes... he also comes up with massive ideas (like any kid) that I'm trying to pull off, because I like the challenge (learning the engine is fun).
I'm thinking I won't prod too hard and hope the progress I make will lure him back in from time to time.. I was seriously considering buying his art of him, it just seems so wrong  (wrong)
#726
Just want to shoot this out there,
One day while playing an adventure game, my 9yr old son joined me and then stated, "I want to make a game like this."
I said you know what I think we can.. there used to be this program called Adventure Game Maker my brother and I started to use like 7yrs ago..
Found a new version, blah, blah, blah.
Simple concept, we just get some wax crayons, draw the back grounds, objects and characters etc. and scan them in, then Dad starts scripting and so-on. We brainstorm plot ideas / puzzles together, I try to get him to come up with majority of the stuff (which leads to a wacky story & goofy fun little puzzles).

Now the dilemma, making an adventure game takes time and effort and kids don't always have huge staying power.. He is getting harder and harder to get excited about the process, having trouble encouraging him to draw the needed rooms, objects etc.
We sit down together and colour, I help him lay things out and colour in bigger areas, try to make it fun.. Sometimes I get tired of waiting for the artist to feel inspired, so I draw some inventory items in a childish way for ex.

Should I resort to bribery, a dollar per picture? or a draw with me for a bit then you can choose what we do next? am I going to suck all the fun and life out of this game? Draw a bunch of crayon art myself, finish the game, post it and then let the Forum rip me to shreds? just wait until he's interested and start up again?

Your thoughts?
BTW, when completed I won't try to say this game was entirely done by a nine-year-old, it's a "Father/Son" project...
#727
The Rumpus Room / Re: Icey games' thread
Wed 12/12/2012 02:04:56
Reading this thread has provided a bunch of cheap laughs!
I think someone should create an adventure game based soley on this thread...
Where in, Icey of course, would be the hero. He would be visiter to the "Land of AGS" with only his backpack full of scetches and plot outlines. In this land of Forums (instead of towns) the majority of AGS'ers he encounters would engage him in conversations designed to drain his "Self-Confidence points" stat, he could counter with his crazy anti-logic or move the conversation to a wild new game idea leaving the AGS'er dumbfounded and destroyed. I imagine him regaining his Self-Confidence Points by finding computer terminals scattered about on which he could blog about his latest obsession. The only other stat would be Phonix Points, which he would slowly gain in night classes until he was completely hooked. His overall goal would likely be to complete an RPG on AGS vindicating his name in the Forums of AGS Land...
Along the way he could complete side-quests like:
-Acquiring Basic Grammar!
-Pass the ESL Exam!
-Unlock the secrets of Downloadable Content! or was it really just Unlockable Content all along... woah...
-Shake off the Demons of the Final Fantasy Wannabe Cult!
I'm undecided whether the final boss should be Kris or Ghost....
Now it should be made clear that Icey cannot make this game, unless of couse he lives out this crazy fantasy in real life and can look back on his own past and truly understand the entertainment value it holds.

p.s. - Keep on keeping on Icey! I am really interested in what you will finaly produce when you trap and contain all those ideas.
#728
Thanks!
Importing the unhandled_event funcion in the GlobalScript.ash works as well.
Question though,
when I declare the function in the room script I have to define "what" and "type"
ex.
Code: ags

    else
    { unhandled_event(1, 3);
    }


are these global variables? is there a way to call the funtion and let "it" define the variables?
ex. (this doesn't work)
Code: ags

    else
    { unhandled_event(what, type);
    }

#729
I'm having a problem with this too.
I think we want the same things.
The problem is that once you've set a possible Item combination, if the player tries a "wrong" combination AGS won't run the unhandled_event function.. because it is "handled" (I think).
I think we need to create a "function bad_combo()" that has some randomized responses or If statements like

if (player.activeinventory == iWeasel)
  {
    cEgo.say("That doesn't need weaselling.");
  }

and then call function bad_combo within the oObject_UseInv() script
and also call that funtion within the unhandled_event function...

Would this work? is it the right way to go?


#730
Multiple endings always make me glad.
replayed Monkey Island I don't know how many times, sometimes just to get the slightly different endings (I wonder what happens if I don't sink the ship??). Radiant, I really like how Tale of Two Kingdoms worked, was totaly impressed.. the multiple solutions to puzzles was the very well pulled off, the side stories and multiple endings that hinged on those puzzles made it a great game! the early endings were made it pretty clear that I had lost (or not won I guess) so I kept playing to get the real victory.. Even adventure gamers want to win, don't be so cynical guys.
#731
Pick up stone tablets.. It's obvious a beautiful archaeologist will run into you, dying to know the interpretation. we must bring them for love(plot) sake.
#732
no, this helps to clarify.. was unable to find clear instructions on this.
So would I import the array in the GlobalScript.ash? ( I've not used this script before)
then i can refer to the int's in any room script?
Sorry if these questions seem simple.
#733
Where in the script do you declare and export the Global Int Array?
#734
Princess Tomato and the Salad Kingdom
#735
> examine ammunition crates
#736
Hints & Tips / Re: Resonance.
Fri 12/10/2012 05:14:13
Please don't let on much, but I can't figure out what do do at archives, I have the device, gotta get rid of the guard??
#737
Thanks Khris!
Set clickable to false in the "before enters room" area, works fine now.
It's a keypad (the object) and the keys are hospots. Thought it would be easier to animate and line up the keys this way, Crimson. I would use your suggestion if it was critical to interact with the Object, but it just needs to have blinking keys and a little 2 option display.
#738
Having trouble, tried searching with no luck.
I want to be able to interact with certain hotspots set underneath an Object.
This is inorder to do animations with the Object as you interact on diferent parts of it.
Is it posible to lay hotspots over an object??
#739
Hints & Tips / Re: Plan M
Wed 05/09/2012 16:32:56
Look around the White house experience.
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