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Messages - MrCheminee

#41
No, after using a self made GUI...
#42
Quote from: auriond on Thu 14/01/2010 23:40:26
NPCs would certainly complicate the issue.

Or, how about having a unique design for your door that incorporates some sort of light or coloured frame when the door is operational? Then when it's not, the door is dark.

When the cursor moves on the open door, or an other entrance that I didn't mark with a closed door, a red arrow starts to animate. ;)
#43
I use Adventure Game Studio 3.1.2... I found it strange as well. :)
#44
Looks really interesting! Though I'm not really fond of the fact you have to move your cursor between the lines or start again, since I am kind of a nervous guy. The way of controlling that you have to remember the pattern fits in my opinion better in the loomlikeness. So beside the agility part I like what you guys created. Music sounds good, visuals are great. This game will be a wet dream for most Loom fans!
#45
AGS Games in Production / Re: Fribbeldib
Sun 11/04/2010 13:12:46
Thanks :) The character is actually an adaptation of the game's default character, Roger Wilco. It was the first character I made, so I thought of making a newer version. But as I progressed, I became fond of the little guy with his countable pixels and his rugged face expressions, so after experimenting with some newer version, I decided to keep this one.
#46
AGS Games in Production / Re: Fribbeldib
Fri 09/04/2010 11:28:04
Allright, I did a small update, just to let you guys know I'm still working on this...
#47
Played it, liked it!
Original story!
#48
AGS Games in Production / Re: Fribbeldib
Wed 10/02/2010 07:47:11
I made the word up, so this is a strange coincidence... Or did you escape from my mind also? (Hell, I should stop watching rubber reality movies... :P)
#49
Still, after a dialog the cursor stays a pointer, but with a 'speak to' mode. Only after I've used it on something, it goes back to the 'speak to' graphic as well.

I solved it bij putting 'mouse.UseDefaultGraphic();' in the repeatedly_execute in the global script...
#50
AGS Games in Production / Re: Fribbeldib
Tue 09/02/2010 08:19:38
Update added to the first post!
#51
Great! That's what I was looking for. Thankyou!
#52
Yes and no, it kinda stange I have to do this on every room, but it works, so thank you. :)

Edit: Setting the value to -2 worked also(no music, when the slide is down), which I find rather strange, because then what good does the -3 value do?
#53
Or so I thought.

I want to change the slides so they will silence sound and music when they are on zero, but I just can seem to get this working... Anybody any tips on this matter?
#54
I had the same problem and solved it by playing the animation under the Afterfadein function and making it visible under the Repexec function...
#55
I understand that McCarty is actually going to die? Or will he be safed last minute? Though the poetic stuff felt a bit cliché I actually liked the direction, I was hoping to see this back in the next game but perhaphs better developed...
#56
Im really looking forward to it  ;)
#57
Well, I already commented on the small details in the story that are missing. The respawning window, the main character knowing who screams, and where and doesnt tell the player, the same comment on the lit window after Ive allready been inside. Besides that, the story is very straight forwards. Too make a world interesting or at least believable it would have to react on me in a logical matter. The dialogs really were like talking to robots because they would say the same over and over again, even when I allready played that part of the story. I couldnt look at things other than the Van Goghs paintings and the bookcases.  And even on the big full bookcase I got the same message everywhere, a randomized message on books would be nice, but I would also like to see the table and where was the chair? And maybe some small light, to make it easier to read at that table. It was a hotel, but where was the dining room? And what was up with that kitchen and the other room. There was almost no stuff there excet for the stuff I needed to use. So I could simply solve any puzzle by looking at something I didnt use yet. possibelities would add a lot to the realism of the game. But I also understand that the more details you make, the more audiofiles you need...
#58
Quote from: Calin Leafshade on Fri 15/01/2010 10:28:43
i presume you mean "the yahtzee games" since there has only been one mccarthy game so far :p
Yeah, I got distracted...  ;D
#59
Thought, to be honest I find the  Edit!!! *Trilby * games still better and more believable...
#60
Thanks!  ;D  But where is the crowbar???
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