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Messages - Prozail

#1
If you know the solution it's just one action.

It's basically a hotspot interaction.
I'm using the 9-verbs interface so its just one action (two clicks)

I've decided to extend the time a bit and keep the badguy doing some SayBackground-ranting about how good he is... (the downfall of every badguy.. )

#2
Hehe maybe.. :)

Since the rest of the game is pretty much about repeating scenes until he gets it right.. this particular one is not "virtual" so to speak, and will actually kill him.
So its more about the time it takes for him to realize that his GUI is back and he can actually do something..
I started out with 5 sec... that was to short.. now im up to 10.. and it's still short.. but any longer that that makes me feel like
the bad guy is actually waiting for the player to do something..


#3
Adventure Related Talk & Chat / Timed puzzle
Sun 22/07/2012 14:29:00
Quick question.

How much time do you guys think is fair to give the player to act in a timed puzzle?
I mean the time from his GUI gets activated, to the time where he actually dies, if he doesn't do a specific thing.

#4
I'm trying to make a cutscene where the player is given the choice to
either say yes or no a few times.
No im prob a big noob here.. but... i just can't get this to work.

At certain points when a certain event happens, i set a global variable,
and switch player character to another guy in another room.

In the AfterFadeIn i check the global variable and run the appropriate cutscene script.
When the script is finished i simply change the player character back.

Now this works well, as long as the player doesn't need to make a choice during the cutscene..



Code: AGS

function Scene1()
{
cWith.Say("chatty textlines...");
cWith.Say("chatty textlines...");
cWith.Say("chatty textlines...");

// <-- here i want the player to make a Yes/No choice before the rest of the script continues.

cWith.Say("more chatty textlines...");
cWith.Say("more chatty textlines...");

cEgo.SetAsPlayer();
}

function room_AfterFadeIn()
{
  if (runScene==1)
    Scene1();
  if (runScene==2)
    Scene2();
//etc....
}  



now.. whatever i do... The script runs until it's finished, and then my choice is displayed (afterwards)
I've tried GUI's and dialogs (Dialogs will prob. work, but it will be one hell of a complex dialog.. lots of code stuff going on.)

Is there an easy way to do it that I'm just missing??


Edit:
Nevermind i solved it myself.. If anyone wonders how, i made a dummy dialog that just contained the options i wanted, and then used:

Code: AGS

cWith.Say("chatty textlines...");
int a=dDialog1.DisplayOptions(eSayNever);
if (a==1)
    cWith.Say("Yes-option response...");
else
    cWith.Say("No-option response...");

//etc...
#5
I usually don't join in on this stuff (mostly just lurking), but I'll give it a shot for once :p



#6
>steal as much evidence as you can, and slide out without a trace!
(kidding)

But we can start of with:
> north
> examine bed. (im guessing there is one)
#7
> Ask receptionist: I seem to have misplaced my keycard. Can i have a new one?

> Go upstairs.
#8
> Examine fake ID

> Show fake ID to receptionist

> Lie
#9
hmm... Marble Hornets (which i've never heard of)... but i doubt thats the password..
#10
Ok, so.. me being mr obvious...
>try password: Christina

and unless that works, or anyone else have a few good password-suggestions i suggest we..

> Shut off computer (to save the last of the battery)


#11
Ok, I mixed up the nametags, and went to the dead guys first, when meaning to go to my "alias"s room...  (I'm wearing brothertons nametag)
But now we know the dead guy is Greg Newell. And he has a girl named Christina.
Do they both live in the same room? (There are two beds... or is she in one of the other rooms.. is this "employment" like a family deal maybe??)

Agree with cat.

> Examine laptop

(while it still has power, and might still be logged in to something)
#12
>While trying to stay out of the light, sneak up to the desk. (crawl if needed)

>Read the memo!



Think this is the best bet of finding out what-da-hell-is-goin-on.. The guy outside is prob. just upset by all the water...

#13
Quote from: cat on Thu 06/10/2011 08:05:31
@Prozail: care to explain?

Spoiler

It's hidden in plain sight...
[close]

Spoiler

...atleast if you're a computer.
[close]

and if you still don't figure it out...
Spoiler

http:// www. onlinebarcodereader. com

(had to add spaces, it wouldn't hide it otherswise...)
[close]
#14
go to the Newells locked door and enter PIN 4804 green on the keyboard.... (and try 4804 red if green dont work.. )

And you can try 2922 on Brothertons door aswell...   ;D

I actually tried this a while back, but couldn't decode it then. glad i gave it another go now.
#15
>Try the elevator button. (Im guessing there's no power)
if that doesn't work go back out and
>take a peek behind door number A3.
#16
Well.. that's why its called Beta test  :P

anyway.. managed to finish it now and didn't really notice any more bugs.. The control-scheme felt a bit wierd though.
#17
Quote from: Baron on Thu 25/08/2011 20:27:23
Quote from: Prozail on Thu 25/08/2011 07:52:40
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13
Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13

What were you doing at the time?

I'm still bound to the chair.
Both times just clicking on the middle mousebutton to walk around. I think it may be that i try to move while he's talking or something like that.
(can be easily reproduced by just repeatadly clicking middle mouse button on the door-lock after starting the game)
#18
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13

Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13
#19
Hi, just wanted to say i enjoyed your game.  :)

Slight graphics glitch:
Spoiler

There is a baseline glitch if you go outside the castle through the door after breaking in through the window.
[close]

Treasure Room:
Spoiler

Got a bit confused and died a couple of times in the treasure-room because i didn't realize i could walk out to the hallway again after triggering the alarm. (Riel says something about being locked in, so i thought that meant i couldn't leave the room)
[close]

And I really didn't get how the puzzle worked.. at all... even on "Wimpy" difficulty.. very happy i could cheat through it.
#20

How about we

> Frantically kick grating until corroded screws break.
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