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 - Sektor 13

#321
Something about the crash: The ship didn't came from the right, but from the "up" part of the screen (towards the viewer), so you cannot actually see the whole devastation that ship made while crashing  (and sliding few meters) as it is behind the ship, i made the color "yellow-orange" as this is not a human ship. So i wanted to be a bit different, thats why i didn't draw any windows too (but i still may).

The wines are seen because the ship slided very slow in last couple of meters, so that would't have much impact to the sorroundings.

Ship tried to make an emergency landing, they moved a bit down with high speed, they hit grass and trees (and a lot of , now exinct, animals :) ). When hiting the floor, ship turned a bit a slided in the position as it is seen in the picture.
#322
It is gentle crash, as the main character survived :)
#323
Quote from: DanClarke on Sun 29/01/2006 13:20:02
Very nice!

A few ideas:

-would it be appropriate for the ship have any logos/names etc on it?
-perhaps it could look a little more buried, like its really nosed into the ground.
-A chunk of it could have fallen off on impact and landed next to it?Seeing as it's
-Seeing as it only crashed an hour ago, there should probnably be some smoke.

I agree with every point, except i dont know about the smoke, only if i make some fire :)
#324
Critics' Lounge / Crashed Ship - Adding stuff
Sun 29/01/2006 13:10:59
Here is a picture of crashed ship, far from final
Ship crashed an hour ago.

So what could i add to it, it feels half empty !?
And what seems wrong with it?



???
#325
Hints & Tips / Re: Stargate Adventure
Sat 28/01/2006 14:36:48
Quote from: magintz on Sat 28/01/2006 14:09:42
It was odd, I had no coins. I went to teal'c's house but somehow ended up with the map for free. When i returned to the market the rope was gone.

I think it might be something to do with pressing the esc key to skip walking between scenes, perhaps this is something you should take out or at least cut down.
I think it is something with that map and no coins... i will look.

EDIT:
Hmm, strange, you should only get a free map if you have a rope...

EDIT 2:
I couldn't find a problem !?? But I made the script a bit different, I am using global integers to check if the player gets map for free, i hope this should work..
#326
Hints & Tips / Re: Stargate Adventure
Sat 28/01/2006 13:42:47
Are you sure you didn't buy the rope already ?

EDIT:
If you really can't buy a rope, can you tell me what did you exactly do before that ? If this is a bug, i must fix it.
#327
Quote from: CoyoteJack on Sat 28/01/2006 11:15:43
Vamp, nice pick up on the statue error, my mistake, must have missed that line on my way through. And I saw the text overlap, myself, but I wasn't sure if that was just a display error caused by my, ahem, fucking around with the resolution.

The thing about dialling/dialing is less clear-cut, however, as, being Australian, I tend towards British/European over American spelling, but that was an automatic reaction of mine, and considering that the protagonists are 3/4 American (Teal'c is a tough one to peg :P), I'd be better to revert to American spelling. Good pick. I'll start work on Translation: Round Two, when it looks like all the mistakes have rolled in for correction, plus my own critical examination. Cheers!

I fixed most of the bugs Vamp discovered, including "text diplay overlap", not it is showen correcty !
This happened because some text was added, and the boundaries of the "text overlay" were to small and off ligned.

So the current next version will be 1.21.

edit:

-Bug fixes in v1.21:
      -Added sounds for knocking, opening and closing the doors in Chulak
      -Different speech text after the DHD is fixed in the first mission (when looking at DHD, Stargates)
      -Fixed text overlaping in intro scene (bug from version 1.2)
      -Added extra speech when using empty or full bottle on the torch fire in Shill Harm tomb
      -Fixed incorrect color (first planet) of the device which holds the Z.P.M after sunset (from gray to

redish)
      -cursor will no longer change to UPARROW when hovering over the "Device" (that holds the Z.P.M.)
#328
Hey

Thanks for so many spoted mistakes, i will see what i can do.

Except the LAVA bubble sound, it isnt static but sound of close "burning" sound, maybe it looks like a static because the sound volume is very low. And it was only decent bubbeling sound i could find :D .

By the way, did you find TONGs ?

EDIT:
I forgot, as I remember that dialog picture becomes colorless if you already done that, what should be asked in dialogue, the same thing happens if you talk about it. I think :)
#329
Quote from: hajo on Fri 27/01/2006 17:30:06
i wish people would stop ignoring me :(

Sorry, I really don't know what are you talking about !?
Quote from: DeepHitz on Fri 27/01/2006 17:25:35
i built a mirror for this coooool game:

part1 is up: http://rapidshare.de/files/11955490/sga12.part1.rar.html (30000000 bytes)
part2 is here:    http://rapidshare.de/files/11956914/sga12.part2.rar.html (18517579 bytes)

Thanks again !
#330
The Rumpus Room / Re: How did you find AGS?
Fri 27/01/2006 16:18:32
Ah Joker, hehe.
#331
Quote from: DeepHitz on Fri 27/01/2006 14:37:58
hi,

when you need a public server, you can use these webhoster:

www.rapidshare.de
http://www.mytempdir.com/
http://www.upload2.net/

Thanks.

-----------

So temporary download link is here (as the upload limit was 40mb i had to split my file to two pieces):

dl part 1 (30 mb): http://www.mytempdir.com/412808
dl part 2 (18 mb): http://www.mytempdir.com/412844

---------- :=

#332
yes:) as it says:
Fixed death screen that says Jack O'Neill, not O'Neall.

a could change it to:
Fixed death screen that now says Jack O'Neill, not O'Neall ... a bit more understandable :)
#333
Ok, i have completed my work on version 1.2, I only need to upload it to server, but i am waiting for my username and pass to FTP.

I hope it will be soon..

BTW first page is updated -> go and see what is fixed in 1.2 (beta !??).
#334
Yo

I will release version 1.2beta in a day or two.

Why beta ? Because i had some problems with the translation file, so I am not 100 percent sure that all text lines are tottaly translated. We shall see :)

.
#335
Thanks this progy seems to work :)
#336
I would suggest that you do not use much of the textures, as they can ruin the image (if you do not use them carefully), you should rather use solid color, or try to combine more textures and make them fit to the surface (like those stones on the floor, as they don't look very good).
#337
Here it is:
I have a translation file(.txt) to fix my "bad" english with "correct" english (grammar fix), but all original lines from my games were replaced with "correct" english in translation TXT file(they were no written below original lines, but only replaced) . I thought i could replace all "bad" grammar in my game with it, but as i found out i think it cannot be done !? (it can be done with a lot of copy/paste procedures, but it will take a lot of time.) Any better solution !?
#338
Quote from: Vamp on Mon 23/01/2006 18:10:34
I just finished the game and i have to say.. awesome job!
i cant wait for a grammar fix and i hope that the person fixing the grammar
is also a stargate fan so that the characters will sound alot like their tv counterparts.

furthermore i found some bugs and i have some suggestions that might enhance the game.

these bugs might spoil the game for some so i used spoiler tags to prevent anyone from seeing a hint or something.

Bug #1 -
Spoiler
after the robot eh clone thingy chases me i lured him into the teleport rings,
after that i pushed him off the cliff and went back into the building, however the Jaffa i killed
earlier was laying right there on the floor again, because of that i could not leave the room  anymore,
i could however still load an older savegame.
i retraced everything i did and the problem lies indeed with the cliff pushing, because the bug only apears after i do that.
[close]

Bug #2 -
Spoiler
using the shill harm crystal while viewing the console panel or while viewing the Engravings will lock up the entire game, no loading is possible.
[close]

Bug #3 -
Spoiler
not really a bug but still neccesary to know, since the grammar fix will change
O'Neall into O'Neill you might want to change the KIA screen, it still says O'Neall there.
[close]

Suggestion #1 -
Spoiler
I was standing on the lava planet with the MALP and it struck me as odd
how it would be so quiet there, maybe adding some sounds of bubbling lava as background
noise would enhance the gaming experience?
[close]

Suggestion #2 -
Spoiler
The ending is kinda short.. i also felt like i missed something, for example
i couldnt find the 3rd metal object so i couldnt open the coffin in the engravings room,
i was kinda hoping Thor would be in stasis there, but the ending said he wasnt there at all.
[close]

Suggestion #3 -
Spoiler
as soon as you leave the 1st planet and come back at SG HQ through
the Stargate you see the Iris open up,
I felt the Iris could use maybe some more frames when opening, it looks kinda strange at the moment.
[close]

I hope that the bugs i found and the suggestions i gave will prove usefull,
i enjoyed your game very much and i hope you will make a sequel :)


Hi

Thanks you for excellent descriptions of the bugs and improvements. I will try to fix/add  all things you mentioned (except iris animaton :)- as i know that it is poor but i will probably not fix it.). But all others will be fixed.


Quote from: CoyoteJack on Mon 23/01/2006 22:56:29
Hi there. My name's Martin, and I'm the one currently working with the SGA script, proof-reading it for grammatical and spelling errors, and attempting to work in more consistent characterisation. In most cases I'm getting good results with all of this, though in one or two spots this script is going to need more work after it's put in-game. Reason? There aren't any names attached to the lines in the script, except for when one character mentions the other in casual speech, so in several cases I'm making guesses as to who is saying what. It's not hard to deal with when the conversation participants are Jack, Daniel, or Samantha, but I've been working particularly hard to get Teal'c sounding, or, rather, reading, much closer to his TV counterpart (i.e. he almost never uses contractions in speech, so "isn't", "wasn't", "can't", "don't", "won't" and "doesn't" are all out, for one thing).

General Hammond can be a bit of a bitch, too, but at the very least he's easier to write for than Teal'c. :P

I'm hopeful that I've managed to get through this without a screw-up, but the odds are not in my favour when there are so many lines of conversation. You guys and girls can help me catch those errors when the script becomes a part of 1.2.

Speaking of which, I should have this script done within the next twenty four hours.

Hey

No sweat, I will be waiting :).
#339
Yes, filters are very tricky, i use them only for making guis or something very flat, but for parts of background (like floor, or wall) i normaly use brush with low opacity (transparency) as it gives more natural and nicer effect (or lighten/darken tool - in paint shop pro). Even if you use textures, you must apply it at least half transparent so it is not that obvious and combine it with other effects/brush drawings or textures.
#340
And this is my final try, this one hase more slots for inventory, good visibility and size in between first and second, oence again, this is only matrix, if this will be choosen i will make an  jungle and ice edition.. ???

SMF spam blocked by CleanTalk