Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MrCheminee

#81
Hi you guys!

I've been trying to make a cellphoneGUI pop up whenever the player selects his phone in his inventory. So far I have run into a few problems I can't find an answer for.
Within the GUI, I want to let the pressed button light up, this is no problem, but I also want to show the chosen button on the display of the phone. If this was a room I would just plant a bunch of invisible objects in it and turn the right one visible, but I just can't find how to put objects in my GUI.
Second question is: How do I make it possible to have a Dialog with the phone? Should I import an invisible character, named phone? But then how do I put this character inside the GUI?

I realise that it might be easier for me to just make a 'phoneroom', but I rather keep the room the player is in on the background while using the phone...
#82
Try looking at the stuff in you inventory ;)
#83
Since I beat the game in an hour or so, I think it was not really that difficult, and pretty decent for a game this size. The fact that the wheel broke was very clear to me after clicking on a lot of things, but I guess explaning that  right after it happened wouldn't hurt.
The trick that I had to click on certain items more than once was something I had to discover and after that, I had not problem with finding the rest of the objects. To me, getting that straight was a puzzle, and actually I like it if I get what there is to get at the first click, but that's just me. The intended puzzles were pretty logical and the clicking around was entertaining enough because of the jokes and references to other games/movies/cartoons. The only thing that bothered me on the ending was the last puzzle that forced me to do something within a few seconds, since I'm not that much into timelimits, but then I mastered it pretty quick and I wasn't bothered anymore. It was more my expectations that tricked me in small moments of unhappiness, I think I'm just easy to frustrate. All in all I think your puzzles were very suitable for this game, so I wouldn't worry about that.
After I got what I had to get on the desk I wasn't able to go on the desk again, that was kind of restricting. I know I didn't need anything from there anymore, but it would have made my area a bit bigger. That would have been nice.
I liked the pretty long cutscenes and I even could appriciate the predictability of the story and found myself talking to it like I do when I'm watching a movie that follows a wellknown plot. For a game, that is a good sign!
I can't wait for the next episode!

Edit:
The animations, music, effects, etc. looked really professional to me, except for the small acts you didn't make an animation for. But you solved those situations pretty clever with the messagedisplay so I almost didn't notice it. If you'd make these animations, to me you would have reached the quality of DOTT, but even without, you're pretty close.
#84
The Rumpus Room / Re: The Game Idea Thread
Thu 07/01/2010 11:04:04
The AD(H)D experience

The player has to make it through a week of school, work and other appointments.
Obstacles are:
Focus/hyperfocus (parts of the screen get blurry)
Distorted timeperception (time goes at a random speed)
Forgetfulness (List of wat to do's is contstantly changing...)

Instead of a healthbar, Happyness, energy and focus are monitored.

Player wins by not walking under a car, or losing all his friends... :)
#85
*Nevermind, solved my problem*
#86
AGS Games in Production / Re: Fribbeldib
Tue 05/01/2010 23:03:52
Thank you :)
I want to give the player the option to let almost everything react with almost everything, so I also had to make something up for talking to a floor lamp.
#87
Critics' Lounge / Re: DN Games: LOGO
Tue 05/01/2010 22:28:53
Somehow I think the N has lost it's power, what about making the N straight and just a little bit bigger than the D?
#88
Well, try to look at things more than once, that's how  I solved most of the puzzles.
#89
That programm is great! I probably will reanimate my character in there! Thanks!
#90
Critics' Lounge / Re: DN Games: LOGO
Tue 05/01/2010 20:29:58
Maybe the right side of the D could go a bit lower, and the inside of the D could be rounded up on the right side is well, like this:


#91
What kind of programms are that? I used Paint as well, I started to have so much respect for your patience... :P
#92
I've just finished it.

I like the graphics, story and the humor, but some puzzles did annoy the hell out of me :P

@Dualnames, where are you stuck?
#93
AGS Games in Production / Re: Fribbeldib
Tue 05/01/2010 18:44:19
In the kitchen you mean? The kitchen is not whole finished yet, I will have to place the door on the right a littlebit lower or else the buildings measures are not correct and I will use some brush on the room so all the different objects won't look like they're pasted on it.
#94
Quote from: Calin Leafshade on Tue 05/01/2010 12:24:23
let hope i improve.

You're allready way better than most of us!
#95
AGS Games in Production / Re: Fribbeldib
Tue 05/01/2010 18:27:03
Ah, I see what you mean. I allready though of giving Jarem an elastic in his hair or something like that, but when I tried it it took too many pixels and was not subtile enough... So that is why I left it this way. When walking around with the character it's harder to mistake his hair for his face. ;)
#96
Interesting competition. I know I am too late, so i'm not playing. But it inspired me to make this track:
http://www.fileupyours.com/view/271949/nieuwjaar.mp3
#97
AGS Games in Production / Re: Fribbeldib
Tue 05/01/2010 15:42:17
Haha, ik hoop dat ik aan je verwachtingen kan voldoen dan. :P

Really? It's supposed to be the same person:


I actually cheated a little bit by using Roger the default character as the basic for this one.
#98
Critics' Lounge / Re: Riff song
Tue 05/01/2010 12:54:50
I also use Fruityloops... ;)
Remember, music gets interesting when it's using more layers, though you can create certain moods with just solos. I usually start with creating the melody, than I add a fitting bassline and from there I build further. I started a topic about the game that I am working on and I also posted a track I will be using for that game.
#99
General Discussion / Re: open Source Music
Tue 05/01/2010 12:13:28
I've a lot of unfinished tracks...
Just tell me what you need and I will try to find you a nice fitting track. :)
#100
Critics' Lounge / Re: Riff song
Tue 05/01/2010 11:15:21
Quote from: Danman on Mon 04/01/2010 15:54:34
Thanks yea after I made that first song and listened to it the day after I posted. (Which i posted at like midnight) . I realized that song was rather dull thanks for confirming that. I am going delete the first one. And keep the second one.
I just made another one for my first game's remake. Which is a party song for a night club. I will make it longer but I would to know if this a good style.

http://www.fileupyours.com/view/270827/Party%20Song%20for%20episode%201.mp3

If this is for a nightclub, I would make it danceble. Beats might be distracting for a normal gamesong, but in a danceclub you could use at least a simple beat. It's also good to use more than one layer like this: http://www.fileupyours.com/view/271949/partysong.mp3

(Used your song and build something around it. Of course this is not finished, but it's the idea...)

Edit: Or something like this?
http://www.fileupyours.com/view/271949/probeersel.mp3
SMF spam blocked by CleanTalk