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Topics - SSH

#221
I've almost got my plot for my game "Awakening of the Sphinx" worked out, but I need an idea for this last puzzle. Please if anyone can help:

Spoiler

You have previously seen that a woman is dressing up as a man and pretending to be Pharoah. You used this info to blackmail them earlier. Now you need to expose them: how do you prove it? I suppose you could try and rip off their disguise, but I would think that the guards would probably dismember you befoer you coudl get anywhere near the fake Pharoah...

I suppose you could check if the toilet seat was up...  ;D
[close]
#222
Analagous to the dump-all-text options for proofreading and translation, how about a dump-all-graphics option to help those poor sould like myself who are going to make an increible game (now, now, please stop laughing :P ) and hope that someone like Miez or Neole offers to redo the graphics after they see how cool the game is? Then, the game coulkd re-import the graphics in one go if the same file names were used. BMP would be easiest, I guess.

What do you think?
#223
The help file doesn't give the types of return values (int, string or void) for built-in functions. This might be handy and avoid confusion.

As evidenced in this thread: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=7835

EDIT: Apologies for mentioning this suggestion in two threads. Is that the right way to do it? If not, what is and can there be some guidance on that in the FAQ for the tech forum, please?

THX!
#224
General Discussion / The AGSer's car
Tue 05/08/2003 09:25:58
Yesterday I was driving home from work, and (honestly) I was behind a Renault with the registration L337 AGD. Now, which one of you was it heading towards Kirkliston at 7pm yesterday?

Does anyone out there actually have a real personalised numberplate that is AGS related?

For those outside the UK, our number plate system is either Letter, 3 numbers, 3 letters; OR 3 Letters, 3 numbers, 1 letter; OR two letters, two numbers, three letters.

EDIT:
Maybe we can club together and buy CJ a personalised numberplate?

http://www.nngb.com gives CJ03 AGS as £499...
#225
-------------------------------------------
2 different ways of making a mirror, as suggested by MrColossal and timosity
----------------------------------------

MrColossal
--------------------------------------------------------------------------------
try making a new walkable area behind the mirror and adding a walkbehind area over everything in that area but the mirror so the mirror acts as a hole, ya know?

then make a new character that is exactly like the one you want to reflect so you'll have EGO and then like EGOMIRROR

place EGOMIRROR on the walkable area behind the mirror then move him to the players coordinates except subtract 50 from the x value so he is always 50 pixels above the main character

50 is just a random number i picked out of my butt, experimenting will help

so you could either add to the on_click event or the rooms repeatedly execute something like

MoveCharacter(EGOMIRROR, character[EGO].x-50,character[EGO].y,0);

if i'm not totally retarded this should work

the reason i'd add it to the on click even is cause then you don't have to run a check to see if EGO is moving or not

so i'd have:

function on_mouse_click(int button) {

if (button==LEFT) {
ProcessClick(mouse.x, mouse.y, GetCursorMode() );
}
else { // right-click, so cycle cursor
SetNextCursorMode();
}

if ((button==LEFT) && (player[EGO].room==theroomwiththemirro)){
MoveCharacter(EGOMIRROR, character[EGO].x-50,character[EGO].y,0);
}
}


i hope i know what i'm talking about...

eric
---------------------------------------------------------------------------
---------------------------------------------------------------------------

Timosity
--------------------------------------------------------------------------------
I have another code for a mirror that SSH helped me with, which is different to Eric's as it allows you to move closer and further from the mirror and not always stay the same distance away.

Have the two characters in the room (The main character, and their reflection) with all the walkbehinds as Eric mentioned.

note: in this example LAZ is the character and LMI is the reflection.

------------------------------------------------------------------------------------

//at the top of room script

int mirrorbase=132; //this is the y value which will be inbetween the 2 characters.
int laz_dist_from_mirror;
int lmi_dist_from_mirror;
int scale=3; // you can experiment with this number depending on the size of room and character.


// script for room: Repeatedly execute
character[LMI].x=character[GetPlayerCharacter()].x;

laz_dist_from_mirror=character[GetPlayerCharacter()].y-mirrorbase;
lmi_dist_from_mirror=laz_dist_from_mirror/scale;
character[LMI].y=mirrorbase-lmi_dist_from_mirror;


character[LMI].loop=character[GetPlayerCharacter()].loop;
character[LMI].frame=character[GetPlayerCharacter()].frame;

------------------------------------------------------------------------------

Then with the character in the mirror, set their view so that left and right are the same, but walking up should be down, and down should be up.

and if you want to get more technical, you can have it so in the mirror characters view, they walk with the opposite leg first in each direction to get the complete mirrored effect.

This works as a complete fully functioning mirror.

As for what Quintaros said, it could work: put an object on the screen where the mirror is (lets say it's object 1)

then in the room (before fadein)

SetObjectTransparency(1,90); // object 1 at 90% transparent (experiment with the number with 100 being totally transparent)

Note: I think tranparency only works in high colour games

Hope this helps.

~Tim Ã, 
#226
EDIT 9/12/03:

Added north walkcycle. Please help with this, as the back looks rubbish to me!

I've taken PureGhost's image, changed it a bit and made a walkcycle: please C+C on the walkcycle, folks


OLD EDITED:

OK, so the game has changed around a bit since I originally posted on this (Click on my sig pic to go to Development thread). I'd like some help with the NEW main character, Horemheb and also the other characters Akhenaten and Ay.

Horemheb:

Ay:

Akhenaten
for him, I'd like to try and capture that smug look that he has in his statues, but  in my pic he just looks like he's grinning:


Here's an Akhenaten pic for ref:



Any help of volunteers to draw eveyrthing for me much appreciated!
#227
Following on from:

http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=6865;start=0#msg83606

Now that the C:> prompt hasn't been the first thing that people see since for most people since 1995, maybe a more meaningful quit icon should replace the one in the default interface. It might help some noobs!
#228
Ha! Fooled you. Just thought that I'd capitalise on the media frenzy around the release of the new book.

EDIT:
Sorry for the jokey intro, but what do you guys think about all this media frenzy? I reckon even all the fans will be disappointed when the last book comes out as Ms Rowling will have a tough job to make a finale that isn't an anticlimax.

btw, I probably walked past Ms Rowling many times when I was at Univeristy as she sat in Nicholson's coffee shop in Edinburgh writing the first HP.

Sorry, didn't make this clear and so was beaten to a pulp by our friendly neighbourhood moderator, c.leks.  :'(
#229
In case any of you wanted to make a perpetual motion system, here are some ideas:

1. Toast always lands butter-side down
2. Cats always land on their feet

so, tie some buttered toast to the back of a cat (butter away from fur, obviously). Pick up the "buttered cat" and drop it*. The cat can land on its feet or the toast can land butter side down, but not both. Stuck in this contradiction, the cat will hover in mid air, and possibly start to spin.

This may fail if the cat manages to eat or dislodge the toast.

Some people have suggested that this is what aliens use to make their flying saucers fly without apparent rocket boosters, engines, etc. The sound of many purring cats would explain that humming noise that UFOs make, too.



* This step has not been approved by the RSPCA
#230
General Discussion / Lockity-lock-lock-lock
Wed 18/06/2003 15:17:19
I'm confused... why are "thread games" against the rules of the forum and get locked. I can't see anything against them in the rules posting...
#231
General Discussion / Mornington Crescent
Wed 18/06/2003 13:26:53
Since Czar started his B-Czar (bizarre, geddit?  :-\ ) game, I wondered if anyone was up for a game of Mornington Crescent. So that newbies can start more easily, lets keep to the simplified version: Stovold?s Defence is still allowable during Forward Triangulation, but Back Doubling may only be attempted after a Northern Approach.

I'll start with:

Canada Water
#232
General Discussion / Fired
Tue 17/06/2003 16:05:37
I've been fired from my job becuase of that picture c.leks posted

Seriously, though, if I wanted to see that kind of thing, I wouldn't come to the AGS Forums and that will have been placed in the logs and might be used against me.
#233
Maybe the easiest way to do this would be to allow people to start a particular dialog option from a  script:

RunDialogOption (int topic, int option)

and have some mechanism to return to the script when the option finishes. With just this, the AGS programmer can create full-colour icons for dialog options. You'd have to do quite a bit of scripting to surround it, but at least you could use existing dialog scripts rather than have to code up lots of DisplaySpeech es.

What do you guys fink?
#234
General Discussion / Eurovision Kiss Kiss
Mon 26/05/2003 16:57:33
Apparently the Turkish entry that one Eurovision was written by one of the co-writer's of Holly Vallance's Kiss Kiss... which is maybe why it sounded similar and why it won. That and the belly dancing.

Apparently, the British entry was written by a bagpipe being mauled by a stray cat, which is why it got "nil pwa".

Apparently the Austrian entry was about Fluffy bunnies, cats and African Dromedaries. It came 4th I think.

Ah well, at least Terry Wogan was on form...

EDIT: Sp
#235
Advanced Technical Forum / Palmtop AGS?
Mon 26/05/2003 16:52:40
I noticed that ScummVM runs on Palmtops, has anyone ever looked at the feasibility of porting AGS to PalmOS or WinCE?
#236
What adventure games disapppointed you most? I must say, having just finished it, Syberia is awful. OK, the graphics are great and the story is interesting, as far as it goes, but:

Gameplay is terrible: why are there so many useless hotspots (esp. in Valadiene?)

Dialog system is not great: the relationship between the topic and what is said is often tenuous.

Too much walking through empty screens

Has the feeling that they meant for there to be more to it, but ran out of money or time

Cryptic cursors... O-, 3O, O WTF?

No look-at options for hotspots



#237
Does the Ogg support in AGS just include Vorbis, or does it have Speex as well?
#238
Sorry if this is a silly question, but it looks to me that we can't do this in AGS currently:

Is it possible to have a Broken Sword dialog interface with pictures instead of text. Also, to have the inventory visible at the top of the screen that can also be used as dialog topics?
#239
General Discussion / Simpsons 300th Episode
Tue 22/04/2003 11:36:15
Was it just me, or is the 300th Simpsons episode (where Bart is emancipated) rubbish? Sky had been hyping it for weeks and it was such a disappointment.

On the other hand, the 100th Charmed was pretty good.
#240
Hmmm, I wasn't sure which forum this should have gone in, so I'll just post a quick refernce for you Critics to the other thread:

http://www.agsforums.com/yabb/index.php?board=3;action=display;threadid=5530

Is Critics Lounge meant for C&C of plots, too?

Cheers!
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