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Messages - Radiant

#5041
I second Gilbert's feature request mentioned above (e.g. MoveObject with a speed of -3 would cause the object to move at speed 1/3, etc). I can think of a lot of useful applications for that, actually.
#5042
Yea, sorry to keep you all waiting here, it took some time moving all my stuff into my new apartment (which is thrice as big as the old student's room I was in) and unpacking and sorting and throwing stuff away. I've done plenty of bugfixing since the last beta (thanks to the bugfinders, you know who you are) but I wanted a couple more features before calling it a new beta.
#5043
I don't actually care too much about graphics (heck, I even play text adventures). I haven't played Pleughburgh yet but it's on my to-do list, but I found LV absolutely hilarious and had a lot of fun playing it. ('bushes courtesy of super mario surplus'...)
#5044
Sample go to functionality:

Code: ags

int action;
while (1) {
  if (action == 0) {
    // do stuff
  } else if (action == 1) {
    // do other stuff
  }
   // etc
}


Now you can change the 'action' variable as a substitute for gotos.
#5045
PlayAmbient would be best. Also you could probably check if the sound is still playing from RepExAlways, and re-play it from there if it isn't.
#5046
You could probably manually re-enable the Walk function (with EnableCursorMode or something similar). Alternately, you could simply make an invisible player character (simply create an empty view or one with empty sprites) and have it walk across the room.
#5047
The AGS one is fine, I just recommend customizing its graphics. Most people that use a Sierra-style interface do use a simple variation of the above, to my knowledge. It may help if you put an '@INVSHR@' on the 'use item' button, if it isn't there already.
#5048
That's what the save function is for. However, the time limit will be increased in the future.
#5049
AGS Games in Production / Re: King's Quest 2.5
Fri 27/08/2004 17:16:39
Oh, KQ2.5 is not abandoned at all, I'm actually working on both projects. The website is temporarily down due to server problems, but we decided not to do many teasers/demos because it distracts from the real work being done. But I'm sure one of the other people could pass the original demo along for now if you asked them nicely :)
I should have responded to this earlier, except that I usually only read the tech and chat forums, for lack of time.
#5050
The whole point of the interface is that it's nostalgic. I haven't heard anybody complaining about Peasant's Quest either
Spoiler

(and they would be burninated if they do!)
[close]
#5051
Auhsor -> No they don't, that is absolutely illegal, and if I were a moderator here I would have censored your post. (Sierra is still selling their old games and has serious issues against abandonware)

Edwinxie -> Dreammaster is absolutely correct. Oh, and ^ means control, that abbrev is even used in MS Word I believe.
#5052
However, you could write:
Code: ags

#define DoThing MoveCharacter (EGO, 40, 70)

#5053
It might be cool to display the portrait in the top middle, with text underneath.
Or, to display two portraits (left and right) with text in the middle (Ultima VII does that).
#5054
Hints & Tips / Re: Hank's Quest - SENSORS
Thu 19/08/2004 15:14:10
Walk two steps, save, repeat.
#5055
Lucky -> yes, it's an exact remake (adding an easter egg or five)
#5056
I'm not sure that SCI studio does the job, but it's certainly possible to strip resources from VGA sierra games; maybe the program was called SCI decoder instead or something. Google?
I'm pretty sure LucasArts uses an internal format that is similar to MIDI (for instance, AGI games use sound resources which, while technically different, act similar to MIDIs)
#5057
Fluxmaster -> is that the savegame deletion bug you mentioned earlier? Because I think I've got that fixed (in B5 that is).

Dreammaster -> there is actually one symbol in the spellbook [the last one] that isn't found anywhere else, but that shuold be easy to figure out :)  Oh and yes, the easter egg spells from other games will be back, only I figured there were too many of them and it confused players.

Currently moving to a new apartment, after that I'll have a beta-5 of sorts.
#5058
It is impossible to convert WAV, MP3 and/or OGG to MIDI. This is because a MIDI file is basically a sheet of music paper, that tells the computer when tones are supposed to start and end, and which instruments are supposed to play the tones (hence its very small size). WAV, MP3 and OGG are all raw audio data, i.e. sine waves (MP3 and OGG compress them, WAV does not). While it's easy to create a tone from sheet music, it requires extensive analysis to actually convert tones as you hear them, back into sheet music. Especially if any number of aural effects (fades, reverbs, etc) have been used.

iMUSE is the system used by LucasArts in their third-generation games (MI2, Indy/FOA, etc) that allows the (MIDI) music to react to events in the game and 'fade over' into other tunes on the spot. For instance, in the beginning of MI2, the music changes as soon as you meet Largo and as soon as he moves away - regardless of which point in the music the game was when he appeared (which depends on your actinos).

As for the resource viewer for Sierra games, try googling SCI Studio.
#5059
MrColossal -> probably, but I kind of assumed that by now, every knew already (lots of people have played another KQ game, and most of them include the story in the readme - even KQ2v does). Also I feel there should be a reason why Gwydion chooses that particular time to defeat Manannan and make a break for Daventry. In the original you don't even have to visit the oracle.
It's a good point though, I'll think of a way around it.

Deltamatrix -> you are right. The problem, however, is that my graphics skills are non-existent. If I had access to a couple of good room/animation artists, I would be able to modify the room structure to a bigger extent (note that I'm already doing some additions, particularly in Daventry).

IronMan -> Nope, won't do that. However feel free to ask hints. It is very important to me to find out if the puzzles are fair, and what people would try to get past them. I agree with Dreamm here. I've tried to make clear in all demos how far you could go (the current beta plainly states it when you get there)

Fluxmaster -> teleporting is not the way to beat the bandits. Because of the way AGS implements following, they will also follow you through a teleport.
Interesting point with the floorboard problem.
Spoiler

Note that the trick there is simply waiting between creaks, so that may be exactly what you did
[close]
What you mention is not a dead end. I figure that at a certain point, the game will just have to loop a certain number of event until Gwydion has enough ingredients. So you should go to sleep and get more stuff on the next day (note that this doesn't work in the current demo, but that's the idea). You could have gotten the ingredients earlier though.



#5060
Hi there,

Dreammaster -> the pouch is very easy to get, I'm surprised you don't have it yet. The other ingredients you mention aren't actually available yet. The answer to the cat would indeed be the milk or the fish, except that I haven't coded that yet. I must say you're very good at puzzling these out.

ironman -> Done, and thanks.

Thanks for the support folks!
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