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Messages - Nellie

#201
General Discussion / Re:What are you reading?
Tue 06/05/2003 20:07:00
Just finished a Jeeves and Wooster book, currently re-reading Lord of the Rings.
#202
That's great, Eggie. :)
#203
Spoiler
The manual tells you how to detach the robot.  But you'll have to gain access to the panel on it's head first...
[close]
#204
This is top quality stuff.  I'd say it's better than Rodekill 1, even if it is a side project.

I love how the player has to pay attention to detail.  I got stuck a few times, and each time it was because I was being lazy and not looking at the stuff on the screen properly.

Great stuff.
#205
The game at the top of my Wanted list is Artie Saloman - What Time is it?
#206
I vote that Mods should be forbidden to take on any more work until he gets the AGDzine back up. :P
#207
The Rumpus Room / Re:Haiku maybe help?
Thu 09/01/2003 00:28:36
I think it would help
But my haiku skills are poor
So I'll sit this out

I am tempted, though
To post cool biker haikus
From Full Throttle 1
#208
Hints & Tips / Re:Help with 6 Day Assassin
Wed 09/10/2002 01:58:24
I liked the lack of hints.  It was a game that required keen observation of the scene to progress in.  The game pretty much told me that I needed to pick the lock, so it was a case of working out what with.

I was stuck for a while, and then I noticed her hair was in a bun...  *ding!*

I loved the camera thing too.
#209
Completed Game Announcements / Re:IF in Ags
Wed 09/10/2002 01:26:24
You could scrap scrolling altogether if you wanted.  Just make sure all the clues are available to the player whenever they want them, by typing in the relevant command.  The first thing to do would be to implement a 'Look' command so the player can see what's in the room any time they want.

Missing commands?  Hmm...

'Open Door'
'Open Window'
'Get [item]' (You already implemented Take and Pick up)
'Look' (I can't stress this enough ;))

If you wanted to do IF the traditional way, you could implement a 'Drop [item]' command, though I don't see many advantages to it as a design choice.
#210
Completed Game Announcements / Re:IF in Ags
Tue 08/10/2002 23:31:48
I really liked the idea of this, and enjoyed playing it despite the prototype parser.  I think it might be a bit awkward to make a complex IF game using the AGS parser system, though you're in a better position to judge that than me.

And you should definitely include images, because otherwise you might as well use Inform or something ;).  If you're going to make a text adventure in AGS, it's probably best to take advantage of the stuff AGS can do that text adventure systems can't (bearing in mind that HTML TADS can do images too).  Such as the rather nice stone-effect background in your demo.  Or the inventory GUI.  Well, I guess you already did some stuff.  I'll shut up now.
#211
Wahey!  That'll be very handy.  Is there any chance it'll be coming in 'alphabetical' and 'sorted by category' flavours?
#212
I think I've found a bug, and it's blocking my progress in the game.

SPOILER
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I'm playing as Ernie in the room with the water cooler.  I've opened the door panel, and clicked on the water cooler.  The message says that Ernie has poured water into the lock.  I presume that I should be able to click on the door or lock to get out now, but nothing happens when I try it.
#213
The policeman's walk is the best bit!

I liked this as a novelty game - it was great fun to see, but especially to hear, the AGS regulars.  The multiple endings idea was great, too.  Just one small point - it isn't always obvious who everybody is on the forums for terminally stupid people like me ;).

And what are the other two easter egg endings?  I typed in loads of names before giving up, but none of them produced any surprises.  I want spoilers!
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