Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Radiant

#4981

Ironman -> Done.

Edwin -> I seem to recall you offering to do graphics as well, but I haven't heard of you since?
#4982
Human sweat contains salt.

You can get sweat by
Spoiler
using the exercise machine
[close]
then
Spoiler
dry yourself with the towel
[close]

And there's a machine to extract salt from that,
Spoiler
just before the airlock
[close]

This puzzle is a bit obtuse but actually it's kind of well-explained if you had read all the books/computers/stuff in the game so far.
#4983

I'd like to be able to DisplayTopBar as a blocking call, and/or Display as a non-blocking call. Is this possible?


Unrelated question:
Would it be possible to add an option to sort views by name, rather than number?
#4984
Walkable area #1 reaches from Y=50 to far below.
Region #1 reaches from Y=50 to Y=53.
If you click 'walk' anywhere north of Y=50, EGO should walk up to the end of the walkable area. However, he does not always trigger region #1. This apparently depends on his step size.

If a GUI button has an image size larger than the actual button size, within the editor, the entirety of the image will be displayed (in the game, it displays correctly)

When exporting a sprite to a file, the default file type is 'all files', which is kind of strange. In practice this means TGA; I would believe BMP would be used far more often, and if you change this value it resets itself every time you try to export a sprite.
#4985
Actually the whole concept of ordering people around can lead to many interesting puzzles. This has been extensively used in some old Infocom games, but not (to my knowledge) in any P&C games.
E.g. you can "squirrel, eat nut" to order it around. Of course not everybody does exactly what you tell them to. "warrior, give me the sword" simply means he'll tell you 'no'.

I'm somewhat at a loss as to how to implement this point-n-click-wise, though.
#4986
I think most Sierra games have a (rather large) number of dead ends. On the other hand, most Lucasarts games have none (with the exception of some of their really old games such as MM). The first versions of KQ1 even allowed you to drop any and all of your items (including the treasures) and you could never get them back.

lemme think... dead-end-o-meter.... KQ1,3,4,5!!!,6; SQ1,2; LL1,2; QfG1,2; GR
Not particularly sure about KQ2, SQ3,4, LL3,5, PQ1,2,3, QfG3,4, TBC
It seems that their newer games (SQ5, LL6...) have less or no dead ends.

I believe there's little point in designing a game with dead ends in it. From the AGS games I've played, it seems that any dead ends that do exist are a result of bugs or obscure oversights. I do know that Tierra is deliberately leaving the existing dead ends in their QfG2 remake, since they claim they lead to interesting easter eggs.
However in text adventures there are often plenty of dead ends but it doesn't bother me much, mostly since replaying them can be done in a minute or two. Also if you can only carry six items at a time it is hardly a surprise that sometimes the object you should need is in fact somewhere else.

#4987
Okay. The next beta for KQIII+ is nearly complete and should have the land of Llewdor completely finished. However, I have noticed that this thread has turned mostly into people asking for help on how to finish the game. While I'm glad that people are enjoying the game, I would like to have a full version with as little bugs as possible so that adventure gamers can enjoy it to the most.

So, I believe it best if future beta versions are not to be released to the public, but rather to a group of testers. If you're serious about wanting to beta-test KQIII+, drop me a private message. This does mean that you should be prepared to not just play the game, but also to walk around a lot to check walkbehinds and cliff edges, try lots of little details over and over again to check if I have made any mistakes, and restarting the game and trying puzzles in different order or from different angles, so it's quite a bit more work than simply trying to solve the game.

As a side note, any artists, animators or musicians at large, if you want to help with the game, feel free to drop me a line!
#4988
One word. Descent.
#4989
It would actually help if you would specify in which line AGS crashed, and with which message. Other than that I'd say that one of your random values sometimes gets out of the acceptable range, have you tried lowering alll bounds by one? (since in AGS, Random(10) means a number between 0 and 10 inclusive, whereas in C, rand(10) means a number between 0 and 9)
#4990
How about using keyboard control, that'd make it easy.

Also, ditch the standard movement routines and put your own in...
in handle_mouse_click, set dest_x and dest_y to the spot the player clicked on.
In rep_exec, move the player closer to that position. Ta dah!
#4991
Hints & Tips / Re: space quest 0 help needed
Tue 28/09/2004 13:14:35
You put on the slime devil, and then pour salt on it.
#4992
Spoiler

pour the potion on the ground, then do a little dance by clicking the hand on yourself
[close]
#4993
Okay, okay :)
I won't promise I'll answer every KQ3+ question as I'm kind of busy. But as for this one...

You're not supposed to escape. After all, he could just teleport after you, right? So you're supposed to fool him into thinking you've drunk the potion. Now how would you do that...
#4994
Cool! I'm looking for Quest for Orgy.
#4995
Kyng -> Thanks. What do you mean by 'the letters working in KQ2'?

I would love to have digital music. But I'm no composer. So if any music makers are reading this, drop me a PM please!

Edwin -> yep.
#4996
My point was mainly to add the 'if keycode=X setcursormode Y' bit to the global script in the 'new game' template, as this would increase awareness of it to newer users. Of course they can delete it if they don't like it.
#4997
I think the conversation inventory is an excellent idea, especially for detective-related games. For instance in the original Laura Bow you can always 'ask X about Y and Z' even if you have no clue what you're talking about, it's more fun if you have a list of topics that grows larger as you learn.

The 'huge items' thing sounds a bit less interesting from a design point of view. However, many text adventures have the restriction that you can only carry six items at any time (for instance), and several have puzzles that involve getting item X to room Y, when it's too large to fit through the obvious route from X to Y. Come to think of it SQIV has a puzzle at the beginning which is solved by not carrying the unstable ordnance.
I think AGS games could benefit from this puzzle potential.
#4998
Hello y'all,

I have been playing quite a lot of AGS games, and I noticed that many of them don't have any kind of keyboard support. Personally, I believe that creating hotkeys for the commands (esp. in a LucasArts GUI) greatly improves playabililty. Also in some situations, the ability to control EGO with the keyboard would help in getting to some places. If you think about it, all Sierra and LucasArts games have some kind of keyboard control, and that's probably there for a reason.

So I believe it would be a good thing (tm) to encourage game designers to use keyboard controls. It would be easy to make some basic additions to the standard script to allow this (cursor arrows do something like MoveCharacterDirect(EGO, character[EGO].x - 1000, char[EGO].y); for instance).

Maybe GUI buttons could have a hotkey assigned to them in the AGS editor. Thus, if that GUI is visible and that key is pressed, it is treated as a mouseclick on that button. Or, maybe the default 'popup GUIs' could all be removed by pressing ESC; this could for instance be a separate type of GUI, in the pull-down menu. Or, if this is too much trouble, it could simply be added to the basic global script (the one in the Standard Template).

Or maybe the people who have designed GUI templates and put them available for download, could please consider adding keyboard support there so that people will copy it and use it.

One other idea that crossed my mind is this. I'm not sure if this is even remotely feasible... but if I understand correctly, most AGS game files can be run with the current version of the AGS player application, possibly even if the AGS game file was already in EXE format.
What if the standard AGS player application would allow the user to define custom keys, simply in a text file or something, that state that "key 65 = GUI 3 button 4", so that if the player presses 'A' (=65) it is treated as a mouse click on GUI 3 button 4, if that GUI is visible.
This would allow older AGS games to be played with keyboard control even if they didn't have it in the first place. But like I said I have no idea if this is feasible.

Comments welcome!
#4999
So do you still have it? Can you send it to me please?

Oh, another related question - I wanted to play Permanent Daylight (it was recommended to me) but the site link no longer works... any suggestions on where I can get it?
#5000
Hi there,

I hope this is the right place to post bug reports for a game in production; on the game's main webpage there's only a download button and no contact info.
(sorry for putting it in the wrong forum earlier!!)

Anyway I was instantly charmed by the idea and looks of NAJ.

I have one bug report (from my warning.log file)
(in room 1): SetCharacterIdle called while character view locked with SetCharacterView; idle ignored
(in room 1): Warning: ChangeCharacterView was used while the view was fixed - call ReleaseCharView first

And one request... please please please add keyboard support to the GUI? Simply something like L = look, O = open, etc. All lucasarts games use it and it really improves playability.
SMF spam blocked by CleanTalk