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Messages - Radiant

#4901
Hints & Tips / Re: Quest for Orgy
Fri 12/11/2004 13:11:49
There's actually two (and possibly three) games called Quest for Orgy. The one you downloaded is called "So You Want To Be A Porn Star" and indeed contains only one room and a rather lame joke. The real game that most people are talking about is "Sodom, Graham and Gomorra" and contains about a dozen different rooms, and some different lame jokes. There exists also a third subtitle which could either be SG&G again or yet another game, I'm not entirely sure.
The game is not particularly easy to find and not particularly worth playing (and, despite the name, it has less sexual content than your average larry game, in case you were wondering).
#4902
Oops. Move the 'i++' up one line.
#4903
Distance a to b = square root of ((a.x - b.x) * (a.x - b.x) * (a.y - b.y) * (a.y - b.y))
(by Pythagoream theorem)

Direction a to b = inverse tangent of (abs (a.x - b.x) / abs (a.y - b.y))
(by basic goniometry)

However, to my knowledge AGS doesn't do square root or inverse tangents. But there is a math plugin floating around the web somewhere.

Edit: your post wasn't entirely clear but maybe you meant something else... given delta as an angle from the upwards direction, going clockwise, then b.x = sine of delta, and b.y = cosine of delta. Again this needs the math plugin, or a lookup table.
#4904
Unlock trunk with the appropriate key. Then use meteor on trunk. Then use edsel with said key.
#4905
mouse.100? Where did that come from, I'm pretty sure I wrote mouse.x and mouse.y
You forgot a lot of parentheses:
if ( GetGUIAt (mouse.x, mouse.y ) == INVENTORY)
#4906
You could put cursor changing code in rep_ex_always, for instance (if GetGUIAt (mouse.x,mouse.y) == INVENTORY ... )
#4907
Code: ags

int ovly[5], onum, otime[5], o_x[5], o_y[5];

function DamageChar (int charid, int damage) {
  string buffer;
  onum = (onum + 1) % 5;
  StrFormat (buffer, "%s hit for %d!", character[charid].name, damage);
  if (IsOverlayValid (ovly[onum])) RemoveOverlay (ovly[onum]);
  o_x[onum] = character[charid].x - 30;
  o_y[onum]= character[charid].y - 30;
  ovly[onum] = CreateTextOverlay (o_x[onum], o_y[onum], 60, 0, 15, buffer);
  otime[onum] = 80;
}

function repeatedly_execute () {
  int i;
  while (i < 5) {
    if (IsOverlayValid (ovly[i])) {
      otime[i] --;
       if (otime[i] == 0) RemoveOverlay (ovly[i]); else 
       if (otime[i] % 3 == 0) {
        o_y[i] --;
        MoveOverlay (ovly[i], o_x[i], o_y[i]);
      }
     }
   }
   i++;
}

#4908
This is a workable idea. Just be sure to check all coordinates referenced in the room script, after you put in the true graphics.
#4909
goto-dialog then option-off doesn't actually work that way.

I'd suggest
Code: ags

function dialog_request (int parm) {
  SetDialogOption (parm / 100, (parm % 100) / 10, parm % 10);
}


This way you can do stuff like
   run-script 4251
which will work on Dialog 42, and set its option #5 to state #1 (which is, enabled).
run-script 4250
would turn it off again. Etc.
#4910
Hints & Tips / Re: Maniac Manson Deluxe Help
Wed 10/11/2004 10:06:49
Google. The game is a literal as the classic Maniac Mansion.

(the one main exception being
Spoiler

the paint blotch
[close]
where instead of just
Spoiler

using the paint remover,
[close]
you must first
Spoiler

open it, then use it on the brush, then use the brush on the blotch
[close]
#4911
Hints & Tips / QfG3 paladin
Tue 09/11/2004 00:49:38
Does anyone know the details on becoming a Paladin in Quest for Glory III? I am a fighter with plenty of honor and did all sorts of things like rescuing Manu and getting Yesufu out of the trap, but I must have hit some disqualifier somewhere as Rakeesh won't paladize me...
#4912
Yes, that would be very good.
#4913
It would be useful if there was a river, and the player character could wade through, but a fish would be restricted to the river only (e.g. AGI has a 'restrict-to-water' command)
#4914
I think the only class mentioned here that has sufficient potential to be different from the existing triad, is the cleric (or priest, and this could include an evil priest that does necromantic stuff. Then again if you're supposed to be a hero you shouldn't be evil)

#4915
Hi there,

all the subtle improvements are always nice...
however one thing that seems bugged is the 'syntax de-indenter'... whenever I try to insert a line after a line that has a closing brace }, the brace gets de-indented. Apparently the editor just replaces '  }' by '}' whenever convenient... is that the way it was intended? They don't get pulled back to the last corresponding {, they just get pulled back two spaces in all circumstances.
#4916
Hi there,

for a QfG'ish game,
1) maybe different classes would be fun, but it's going to be very difficult to keep distinguished puzzle solutions for more than three, not to mention the fact that QfG already allows cross-classing (e.g. fighter with stealth skill). I'd vote for three or four classes max.

2) yes. I don't like levelups at all.

3) you probably should do that just for testing purposes, not for the finished product. If it's necessary then your game is apparently too hard; maybe an easy/hard toggle would work.

4) I honestly don't care.

5) Original world is always cool!

6) Realtime just like QfG.

If you're going for a non-QfG-like RPG (e.g. plain rpg with less adventurish puzzles, I'd guess), the answers remain the same except for
1) as many classes as feasible,
6) turnbased
#4917
Excuse me, but if CPU cycles are the main bottleneck here, wouldn't a serious pruning help in greatly reducing the database seek time?
Maybe some old threads could be archived as plain html, that also has less seek time. And of course maybe some old threads are no longer relevant.
#4918
I would vote for exp needed, yes. Or at least a progress bar.
#4919
Three small bugs...

if you put the cursor on a line containing a closing brace }, and you press enter, the line will automatically de-dent itself. In other words if you add blank lines after a closing brace, the indent messes up and you have to manually correct it. Maybe you could add an option to toggle this off?

If you use 'SetTextboxFont' on a GUI object that's not a textbox, you get an error message stating it's not a label.

If you put text in a GUI text box, the vertical spacing is one pixel more than if you would have shown it with Display().
#4920
Advanced Technical Forum / Re: Flashing light
Thu 04/11/2004 11:29:03
Exactly. That's why TintScreen is noticeably slower.
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