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Messages - Phemar

#61
Sorry Khristian, I downloaded the new version and played through to where I was in the old version and the walking speed still hasn't changed. It happens right after I'm finished crouching at Mikey Fatlip's house. I'm guessing you forgot to change the walkspeed back to normal after crouching.
#62
Just finished, super psyched for part III, keep it coming!

I really liked the breaking of the fourth wall - the narrator conversing with the main character and whatnot, it was a lot of fun. I didn't find it too hard at all, finished the puzzles relatively easily. But maybe I was just lucky haha.

My only complaint, and the only part I really got super stuck on, was that it wasn't clear that there were new rooms to explore sometimes. I searched for twenty minutes trying to cut stuff with the ax before I realized I could walk south to the waterfall. Again when I got to part II, took me a while to realize there was the shed room and squirrel room to the south, and then I got super stuck again because I didn't realize there was the second crop field to the right of the shed.

But other than that I really enjoyed it. I think the hints in the messages and look descriptions really helped!
#63
Quote from: Khristian Cammilleri on Tue 25/06/2013 21:01:43
Could you send me a message with the bugs you have spotted please?
I noticed when I was testing that in certain part of the game Joe walks slowly.. I'll try to fix it
pd: After which part you started to walk slowly?

I can't remember exactly, but pretty much when I started wearing my gangster suit. It might be easier to just add in a slider to let the player adjust the walking speed.
#64
Quote from: Sunny Penguin on Tue 25/06/2013 03:05:50
Gotta say, though... It's incredible that even with all the bright flashing lights and signs that people haven't found the hints and tips section of the forum! Heck, folk are still posting modules in the Advanced technical forum (laugh). Ahh, well.

I was under the impression modules should be posted in the Technical Forum, to be moved by moderators into the Modules forum at a later stage.

I'm a lot further in the game now, and besides the numerous (!!) bugs, I'm starting to enjoy it. But I can't continue unless you increase the walking speed, please!! It was fine while I was in jail and all that, but now I'm doing missions for Tony and suddenly I'm walking at the speed of a snail. I just can't continue like this!

Could you please update the original with a change to the walking speed? (Try not to change anything else, lest it break my savegame!)
#65
Quote from: Billbis on Mon 24/06/2013 22:05:07
Well, IMO it easily allow to it dynamically change cursor aspect between "Talk To" mouse graphics and "Use" mouse graphics. There is other way to do that, but setting eModeTalkTo when mouse is on character is an easy way to do it.
Not saying that we should do it that way, but that how I understand people "keeps scripting different actions for Talking and Interacting when using 2 click interfaces if the actions never overlap".

This is why we have Mouse.UseModeGraphic!
#66
Cool, well I've made it a bit further and I'm stuck again...

Spoiler
I'm in the prison, and I need something to make my 'body duplicate' seem more real. Any hints on what that could be? I've cut holes in the sheets and scared the morgue guy, placed my prison clothes on my mattress but I can't figure this part out.
I've also noticed quite a few bugs so far :D Right now my talking view hasn't been reset back to normal, so I still look like a ghost when I talk!
[close]
#67
Hi there! This game looked really promising from the trailer and I was quite excited to start playing it... however!

The next bit might sound quite harsh, but here a few thoughts so far.

1. I haven't managed to get past the first puzzle. I'm guessing the combination is under a floorboard, but I've tried EVERY single plank there is, to no avail. There's nothing else I can do in the room, so it has to be there somewhere, right? I think it's really unfair to force a puzzle like this on a player (especially a first puzzle). I ended up rage-quitting after 20 minutes of non-stop clicking.
Also, why did he move the painting right in front of the door? And is there another room to the right, or is the illusion that there is just a red herring?

2. I'm guessing English isn't your first language? You should really ask for some help proof-reading before releasing your game. There are quite a few typos/grammar mistakes I picked up, even in the first few rooms.

3. Sometimes bad interface design can be excused in lieu of excellent gameplay/storytelling (as in the Chzo quadrilogy), but the interface here was far from intuitive. It's really annoying to have to cycle back to a walk cursor just to move the player (because for some reason he's not cursor invisible, even though clicking on him results in no action), just because you need to click on a hotspot he's in front of. I know you can walk with the WASD keys, but in a primarily point and click game this is rather redundant.
Also, having to switch back to a pointer mouse just to select an inventory item will get tiring very fast.

4. The inventory should be more easily accessible, or at least show more than just two items at a time.

All that being said, I was really looking forward to this as the trailer looks really cool. Congratulations though on finishing a project of this size, I know it can be quite a daunting task.

And I apologize if I sounded mean, I'm only trying to be constructive. And I guess it's better to know what gripes your players had for future improvement, right?
#68
Ah Monkey, yes, reading the options set in AGS is way easy, but the code that actually implements those options would still need to be added. Remember my module doesn't use any of AGS's dialog rendering functions. Essentially all it is is labels on a GUI with, as you said, GetOptionText and GetOptionState. Then it just runs RunOption from the Script File with the appropriate parameters.

So basically everything needs to be handwritten if it is to be implemented.
#69
I still don't understand why everyone keeps scripting different actions for Talking and Interacting when using 2 click interfaces if the actions never overlap.

I really think Talk To should be abandoned in favor of Interact for simplicity's sake.
#70
Sure thing. Some of my favorite Andrew Bird's are:

- Fake Palindromes
- Banking on a Myth (if you can find the live version from Fingerlings II, it's awesome)
- Imitosis
- Heretics
- Danse Caribbe
- Give it Away
- Lazy Projector
- Lusitania
- Sifters
- Effigy
- Tenuousness (the live version I originally linked, and the studio version)
- Twistable, Turnable Man Returns
- How You Gonna Keep 'Em Down on the Farm
#71
Quote from: Crimson Wizard on Thu 20/06/2013 12:35:50
It's door hinge! Argh!

Depends on your accent! Some Americans say 'orange' with an 'o' like 'door', other people say 'orange' with an 'o' like 'box'.
#72
Quote from: Adeel S. Ahmed on Wed 19/06/2013 19:24:19
Would you guys recommend me any good song you like most? I like listening to those songs which have sad tone, sad music (preferably violin) and sad way of singing (I don't like rap at all).

Adeel I'd highly recommend Andrew Bird. One of the most underrated artists there today.

http://www.fromthebasement.tv/artists/andrew-bird/performances/
#73
Code: ags
AudioClip * sound = aSound1;
AudioChannel * ac = sound.Play ();
#74
His stance is wrong. His back leg needs to stretch backwards to give his body support, or his legs need to be planted firmly on the ground.

Stand up and try to point an imaginary gun at something - you'll notice your body doesn't tend to crouch like that.

#75
Yep, some functions such as a room's repeatedly_execute need to be linked to the Room Events pane.


Go to the events pane. If there's something already written there, erase it and click on the '...' button.

It should jump to the room's script file and create a function like this:


Now just copy your script into that function.
#76
I've seen better swordplay from a third grader!
#77
Quote from: Arj0n on Wed 19/06/2013 08:58:32
Although for me MI (1&2 only) definitely shares the first place with DOTT.

First place is definitely shared by MI1, MI2, The Last Crusade, Fate of Atlantis and Loom :D

(if we're talking pre-1995, otherwise first place goes to Grim Fandango.)
#78
Found this cool app online. Relive some nostalgia!

Play it here!
#79
Icey I just looked at your other thread in The Rumpus Room -- Your art is quite nice, you seem to have a knack for drawing characters from different angles, and your backgrounds look very pretty.

I think if you really focused on the gameplay and writing aspects of your games you could pretty much create something very enjoyable. I wish you luck in future projects man.
#80
I got the same thing, I thought it was done on purpose. The thing that baffles me is how there 42 000 lines of script in this little game.

If this wasn't a joke (which I initially thought it was, like all the other OSD games), then you really need to clarify how the battle system works Icey.

I couldn't figure out if the HP and Mana I was seeing was mine or my opponent's, and why my own attacks seemed to damage me as well and also just generally what was going on.

I think you really need to invest in a spellchecker before releasing your games - I understand OSD's speech is supposed to be typo-ridden, but the rest you can see was just pure laziness on your part. It wasn't even bad spelling most of the time, just blatant typos which are easy to spot with a read through.

Perfect example is LimpingFish's screenshot - 'conrinrued'... Really? With a quick proofread you could have seen it's supposed to 'continued', since that's obviously just a typo and not a spelling mistake.
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