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Messages - Radiant

#4461
A line such as the following:

  /* comment // more comment */

is treated properly by the syntax highlighter, e.g. as a comment from /* to */

However, the compiler ignores everything after the double slash, and treats it as a comment until whenever a */ occurs later in the script.
#4462
Quote from: monkey_05_06 on Mon 05/12/2005 12:27:08
That could be useful.  And just FYI Radiant, these sort of things are usually labeled as "suggestion"s.

Oh yeah, mixing up terminologies. Be glad I didn't call it a FREQ :)
#4463
It appears to be impossible to set a GUI button's font at runtime (unlike for, say, GUI labels). I would appreciate this function
#4464
Quote from: Lord Nipper link=topic=7122.msg294272#msg294272
-a milkman who died in 1931

No, but I know plenty of games with milkmen who died in the 1940s :)
#4465
Question, by the way.

Would it be a problem to use some of the resources (in particular, sprites) from the demo game in some other game? (not an entirely serious one, I might add, but still...)

#4467
Competitions & Activities / Re: November MAGS
Wed 30/11/2005 23:20:13
Thanks Baron, and congratulations on your paramecia. I rather enjoyed its originality, too :)

#4468
Completed Game Announcements / Re: MOTLPAA
Wed 30/11/2005 23:19:01
Quote from: Ashen on Wed 30/11/2005 22:52:33
The first thing I thought when I saw this, was "Are those textures from Eye of the Beholder?"
Yes, they are. Given my total lack of art skills, I first had simply colored planes. Then I thought that some textures would be better, and these were the first that came to mind.

Quote
This is no bad thing - I loved those games - and a full EOB-esque game would be awesome.
Considering it for 2006.

Quote
However, I might've found a minor bug: I guess it's due to the random nature of the maze? Anyway, it hasn't happened again, that I've noticed.
Ah yes, that would be the random maze generator. It is, well, random :) It does guarantee that every corridor is accessible, though. I suppose a solution would be to throw the exit in a dead end. But if you like games that are sometimes impossible, I have something very weird coming up soon.... muahahaha!

#4469
Completed Game Announcements / Re: MOTLPAA
Wed 30/11/2005 10:09:14
Quote from: Gilbot V7000a on Wed 30/11/2005 08:32:50
Is it the same version released for MAGS, or is it an updated version?

The same, though if people have suggestions I'll certainly consider them (such as the noloopcheck idea above).

And yes, I think it would be cool to use this to create a true adventure rather than a simple maze (or maybe, an EOB'esque RPG)
#4470
Completed Game Announcements / MOTLPAA
Tue 29/11/2005 15:41:47
This is a simple maze game that uses first-person 3-D perspective. A random maze is generated with a key, a chest and an exit, which ideally should be found in that order. Also, an automapping system is available if you can find the map lying around. It's a short game that might serve as a coffee break diversion; it was mainly written to find out if it were feasible to create a 3-D maze in AGS.


Known bugs:
1.Rarely, the maze generation routine takes so long that AGS calls it an infinite loop and aborts.
2.Playing the sounds may crash due to an Allegro bug (see the Tech forum for details).
#4471
Competitions & Activities / Re: November MAGS
Tue 29/11/2005 12:20:40
Okay, so what happens next? I haven't joined any MAGSes before, but shouldn't people be voting here like they do for puzzle contests? Or something?
#4472
Quote from: Mats Berglinn link=topic=7122.msg293190#msg293190
Quote* A broken record -- easy, Maniac Mansion

Beep, wrong! There were two records but none of them were broken nor can they be broken. I think you mixed that up with broken ketchupbottles or the broken chandilair.

Beep, RIGHT! The record you find in the piano room is in fact broken, in the original version of Maniac Mansion (as well as the enhanced and NES versions). LucasFan saw fit to replace it by a Loom Soundtrack in his version, but that's not canon.


Quote
A: No, they were red, and B: The Zelda games are not Adventure games, well at least not Click and Point ones. They're more of action adventures.
There's other kinds of adventure besides point-n-click. The older Sierra games qualify, as do all infocommies. I would certainly call Boy and his Blob an adventure, because there's little to do besides walking through rooms solving the puzzles. Same goes for the Dizzy series.
#4473
Thanks Baron, got it.
#4474
For sentimental reasons, I am looking for the old AGS demo quest. Yes, the one that was removed from the download page because it wasn't compatible any more with more recent AGS versions. Does anyone have a copy they can mail me? Thanks.
#4475
* The Starship Enterprise - QFG2 has the starship Exitprise in the store
* 65 pieces of eight -- MI1 has more than that
* Tooth -- Kyrandia II has one


Okay, this bit is old since I was responding to the wrong message. So sue me.

* A pen-eraser -- Sorcerer (sequel to Enchanter)
* A rubber-ducky -- Ultima VI.
* Some garlic -- come on, there's plenty of vampire games out there.
* Nothing -- in HHGTG, you carry "No Tea" from the beginning, which kind of qualifies
* A broken record -- easy, Maniac Mansion
* Purple boxing gloves -- the Zelda Oracle series have boxing gloves, not sure if they're purple though
* A live fish -- King's Quest II
* A piece of carpet lint -- Larry 1 has pocket lint
* two toned wall paper -- Zak McKracken, near the beginning
* the Zak McKracken FM-Towns soundtrack on a cd -- well, in the NES version of Maniac Mansion each character carries a soundtrack in a CD player
* one monkey tail ( sans monkey) -- I think the MI2 copy protection has one.
* lima beans in jelly -- A Boy And His Blob.
* a care bear with a stake in its heart -- Boppin' (though not an adventure game, it uses a "deady bear" as a logo)
#4476
I'm afraid that MP3s don't compress much, regardless of what program you use. Basic matter of entropy, really. At an estimate, the game would be about 25 meg (zipped to 16-18), plus 60-70 meg of music pack, plus 20-30 meg of voice pack.
#4477
Quote from: Gilbot V7000a on Thu 24/11/2005 01:37:15
Hmmm can you try changing them to OGG/MP3 and see if that helps?

Would you have a tool for that please?
#4478
AGS version 2.70

It's a small group of sound files, I haven't tried it with any others (yet). I thought it were just a memory issue (I get plenty of those) until Rui had the same problem.

The sounds are PCM waves, 11KHz, 16 bit stereo, and are all rather short (about 0.6 seconds). I can send some if you think it might help.

The command used is PlaySound()
#4479
Competitions & Activities / Re: November MAGS
Thu 24/11/2005 01:31:00
Rui -> Yes, I've seen that bug. Very strange, all I do is a PlaySound() call. I've raised the question in the tech forum. The workaround seems to be to not play the piano.

Nikolas -> Thanks. And yes, you're correct :) Well, for the walls at least.
#4480
Sometimes (don't you hate it when bug reports start with that word), when I play a number of WAVE sound effects in semi-rapid succession, AGS crashes. No error message other than "the game terminated unsuccessfully" or something like that; no line number, no logfile, nothing. Any suggestions what this might be?
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