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Messages - Radiant

#4481
Competitions & Activities / Re: November MAGS
Thu 24/11/2005 00:28:45
Well, I've never done a MAGS before, but this one seemed kind of appropriate... presenting...

MOTLPAA



This is something that to my knowledge has never been done in AGS before. But of course AGS is versatile enough to make it possible. Welcome to the Biggest Maze Ever (and if you don't believe me, I can simply make it bigger - but it is already bigger than the one in Zak McKracken, or KQ5, or LSL3, or CQOTL, or Hugo5, so I believe it qualifies).

This game also might qualify for the Biggest Lack of Plot Ever, and it arguably isn't an adventure game but rather a puzzle game. But it's fun anyway, please try it. And it does have a piano, that even sounds different in the various areas of the maze.

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=649
#4482
*bump*

Well, now that the game is nearing completion I'll try to keep people posted about us a bit more than I have in the past. This is a piece of music from our game, by mr. Sideris. Enjoy!

http://taleoftwokingdoms.com/files/wizard1.mp3

Please don't slashdot us :)
#4483
Hints & Tips / Re: strategy games?
Wed 02/11/2005 02:04:55
Depends on what you want really (turnbased or realtime, for instance), but I think AGS is not the ideal engine for your task and would recommend VC++.
#4484
One word. Wikipedia.
#4485
For the game A Tale Of Two Kingdoms, we're looking for beta testers (and if possible, an additional sprite artist). It's a full-length Sierra-style game nearing its completion.

See this thread for details: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21872.0
#4486
Well, it would be nice to make my characters' speechloop #4 in the same loop as their walking animation. Saves requiring three views for each character and cluttering up the viewlist.

(and same request for blinkloop, of course)
#4487
Quote from: ~}Shade{~ on Tue 25/10/2005 14:59:32
i think the possibility to have different face expressions should be added to the sierra-style speech.

That's easy, just use "run-script <var>" and in the dialog_request function, do a SetCharacterSpeechView (EGO, var);
#4488
Well, here's an update...
A Tale Of Two Kingdoms is rapidly nearing completion. We are finishing up in many areas, and touching up in some others. What I mean is that we're basically working on the last five or six rooms, portraits and such. We're aiming fora release around this year's christmas, but still keeping our fingers crossed on that one. And here are some new screenshots.

We presently have a (mostly) playable version, so we would like to have some people beta-test it. If you're interested in some serious testing, please drop us a line.

There will likely be auditions for voice actors in a month or so, we'll keep you posted here. And if people have questions, by all means, shoot ahead!

And as with almost all projects, if there happen to be any sprite artists who can spare a day or two, they'd be most welcome, as this makes the game more vivid and fun.

#4489
Quote from: Pumaman on Mon 24/10/2005 19:50:07
I don't believe that there is any such setting, although it is something that should probably be added.

If it's not too much trouble, I'd appreciate being able to set X and Y position for the portrait and for the accompanying text box (a possible effect would then be to show the portrait in the center and the text underneath, for instance).
#4490
Hi there!

I seem to recall the possibility in AGS to specify X and Y positions for the portrait that pops up in Sierra-style speech. But I can't seem to find it in the manual. Does this trick exist? Or maybe it was just a feature request?
#4491
Unfortunately, Snarky is entirely correct about the copyright issue. You make a game about King Maharg, Regor Wolci or Thruybush Geepwood, it's copyright violation. The only way you might be able to get away with it is if it were a parody, but even then it's possible they take you to court in order to argue about that - after all, QfG4.5 and QFO were taken down and they can reasonably be considered parodic.
#4493
ATOTK

(/shameless plug :) )
#4494
Well, what can I say, we're in production and doing great.

http://crystalshard.net/atotk.php

Demo and teaser download

We have a screenshots section, a FAQ, and of course the download link in the menu above. We do not currently have a public forum for feedback, however. We may create one in the future. We do not have an official release date yet. As with many independently created games, it will be done when it is done.

The ancient kingdom of Theylinn is beset by enemies both from within and without. Within the castle walls, nobles vie for the old King's favor, and not everybody is happy with the sole heir to the throne, princess Rhiannon.
Meanwhile, danger approaches, in the form of an invading army, a hostile giant, and a mercenary troop who are ancient enemies of the Theylann king.
And there is mystery yet. For hidden within the borders of Theylinn lies a second kingdom, named Thierna na Oge, where the faeries reign. Little is known about this shrouded, exotic realm.

A Tale of Two Kingdoms is a full-length graphical adventure with a mood of fairy tales, magic, and intrigue, and strives to be one of the best AGS games yet.



We are still interested in testers. If you would like to help, please drop me a private message, and include a few lines on how you think alpha testing works and why you would make a good tester. Not to discourage anyone but if you want to see the game because it's k3wl, please wait until it's completed.
#4495
Hints & Tips / Re: Radiant's Kings quest 3
Sat 16/07/2005 23:17:13
I appreciate everybody's enthousiasm, and I'm sorry that I can't enlighten you much about KQ3+.

My current project is ATOTK. It takes a lot of effort and it's going to be great. After that, who knows.

Deloria has reached the logical end of Beta-5. The invis is indeed a bug, but from  that point the plot had not been developed. I'm not sure what happened to my website but I really don't have time to look into that (it's even an old website, I don't know if I still have that password around). There was a more recent beta than that, but please don't ask me to find it for you, my room is kind of a mess at the moment and it's probably on a CD somewhere.

Please do not expect updates any time soon, and please do not post bug reports. Asking hints is, of course, perfectly fine but please ask them in this forum rather than to me personally.
#4496
As an avid keyboard user, could I please ask that all menu options have a different hotkey? E.g. alt-U, D refers to both GUI/Delete and GUI/eDit interface_click, and alt-R, B is doubly mapped (and also, the room menu has some hotkeys missing, and 'S' would be more logical for 'Save room').

Also, could you please add hotkeys to the Module Manager Menu, and especially make 'escape' exit that menu? Thanks!

Finally, I'm not sure if I mentioned this before, but it would be useful to be able to name dialogs, rather than having a list of numbers. This would have no relevance for scripting, but would simply make the 'dialogs' list more clear just like the 'rooms' list is more clear with naming
#4497
Quote from: Pumaman link=topic=21373.msg264473#msg264473
This is a problem, but the issue is scripts can legitamately export the same thing as each other -- for example, repeatedly_execute can be in multiple scripts but that's fine. I'll have a think if there's a clean way to catch this.
The way I understand it, if a function is present in multiple scripts, then all of them will be called (is that correct? Or only for a system function such as rep_ex?) However, I can't think of a good application for having a variable in multiple scripts.

Quote
Quote
If you hit 'recompile all room files' while the current room is dirty, you are asked if you want to save it - but it's still dirty after recompiling everything.
I just tried this but it seemed fine -- did you choose "Yes" or "No" when it asked to save it?
Yes. And it was saved again in the process of recompiling :)

Quote
There already is one, use the File, Preferences option in the script editor and untick "Automatically add space after comma".
Way cool!
#4498
I would like to be able to name dialog scripts, rather then them being called 'dialog 42' etc. It makes it so much easier to find things.
#4499
If you declare a variable in a module header, and have an export from that module, AND export the same variable from the global script, you don't get an error message, but the references from room script to the variable won't match those from the module (did that make sense? :) )

If you hit 'recompile all room files' while the current room is dirty, you are asked if you want to save it - but it's still dirty after recompiling everything.

(edit) I find the new syntax replacement system too intrusive. When I type "int a, b;" it automatically adds an extra space after the comma. I understand that some people may find this useful but could you please add an option to turn it off, for those people who find it annoying that what you type is not what you get?
#4500
General Discussion / Re: XVid video format?
Wed 22/06/2005 22:32:58
(oh btw this was in adventure-related T&C since it's an AVI I intend to include in an AGS game... :) )

FFDshow works; apparently it's better than the official XVID codec. Thanks folks!
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