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Messages - Slasher

#2341
CaptD,
QuoteWill Mr Rivers choose wisely, or poorly?
Well, that's down to you...(nod)
QuoteWhy is The Hood from Thunderbirds watching over him?
He is his Mayan distant cousin... (laugh)
QuoteWhy does it look like the sarcophagus is sticking its tongue out?!?!?!
It's actually a door...;)

More screenshots:

So many labyrinth tunnels, which do you choose and did you listen to what was said to you?


Can you avoid the ferocious 'Rock Beast' (thought extinct) in the labyrinth maze?!


Game progress 99% and counting down.......

#2342
New Screenshot

Having to choose the cup of Christ


Game progress 97%

Looking for testers


#2343
You can't beat a bit of MS Painting (laugh)

Nice one Mandle

#2344

Spoiler
QuoteBut otherwise, you can not affect the outcome of the trial and it always ends the same. Partially because I wanted to showcase the Kafkaesque absurdness of an historical mock-trial where the defendant was clearly judged beforehand,
[close]
Sounds like our Parliament (laugh)
#2345
That pool water looks fab (nod)

Keep up the great work mate...
#2346
Sounds like some great games waiting to be unleashed on the public (laugh)

Good everyone.....
#2347
Hi

I understand full well what Khris means so it's important that once you commit to this you stick with it because it can be a devil to change tons of stuff, so be sure it's what you want.
#2348
AnasAbdin and Cassiebsg: Thank you for your comments.

Danvzare
QuoteThis looks interesting. Knowing you, it'll probably be finished by next week.
It may take a bit longer than that (laugh)...

I have more time to spare than most and I am passionate about making games so if you take that away I'm not much faster than most other people: it only seems like it (nod)

I'm enjoying this game myself and hope others do as well.

I like trying different things and seeing if I can get them to work to what I expect.

I'v just got to the 'Challice of Christ' (Holy Grail) so lord knows where that will take me :-\

So far so good.

#2349
AGS Games in Production / Quest for Ekoban
Sat 09/07/2016 09:26:01
The first screen tells it all as you fly off to Peru in search of the Ekoban Talisman stolen from the Mayan's by the Spanish conquistador's as they began their invasion of the Americas.

More serious than my previous games. Sierra Speech. In-game slideshow. One cursor (walk, interact, look, talk, use inv). Meet a Mayan Chief Acobat, Ahau Chamahez the Mayan god of medicine and health, Ethena the princess mermaid and others. Overcome the obstacles that hinder you. Temperature and dehydration can set you back as you begin your journey across the unforgiving barren plains.

You are Reef Rivers from the Bridestone University of Archaeology in London, England.

Game Progress 50%

This screen tells the story


Coming across a water tower in the barren plains


Luckily for you there was a pool of water to land in after your long drop


Your enlightenment becomes a reality



#2350
Hi Guys,

sometimes you can't be right for being wrong but i want to add my two pence worth.

Regarding interactions:
if there are repeats (objects/hotspots) then you should use stock phrases as Stupot pointed out so you don't keep repeating the same old same old, just make the text different, even if meaning the same thing. I agree that one standard phrase is bad practice.

Example stock if repeats else where:

'This place is dirty.'
'About time they cleaned up around here.'
'It's so messy in here.'

Also you don't need interactions for everything, only keep descriptions on what you can interact with.

Cutscenes:

Having to sit through 10 minutes of un-skippable dialog or sequences is a belly up for me especially when replaying. Having the player press Esc is the best way to end any cutscene.. They must have wanted to because they pressed Esc.
If the cutscene is vital and lasts less then say 10 seconds then that would be ok.

Needed object(s) for puzzles should not be more than 3 rooms back.

Having to click everytime to skip text is a no no for me and drives me nuts... just have it stay on the screen a bit longer.

Making references later on to previously mentioned .. this would be ok if the player had actually bothered to read the dialogs and the reference is later repeated so as to go into your memory

You get into a situation of doing nothing with no signs as to what to do...

Good idea
'I need light in here.' response.. hence the need to light the torch.

Trying to find  1 X 1 Pixel.. Aghhhhhhhhhhhhh

Ridiculous puzzles: keep them clear and solvable...even if you need to think about it more...

Don't try to be pretentious or smart.

etc etc











#2351
An easy way would be to have a button that takes away the inv cursor and returns to your default

A game i'm working only only used one mode (interact) which is used for walk, interact, look, talk and use inv...

I have a gui button that when clicked changes the cursor back to interact after inventory item has been selected.

Code: ags

function Button19_OnClick(GUIControl *control, MouseButton button) // a button labelled 'Return Item'
{
  player.ActiveInventory=null; // or use character script name
  mouse.Mode=eModeInteract; // optional: cursor returns to this
}


And just add script after you use on an object/character etc depends...

It depends on how your game actually works and i am sure there are other methods somewhat more modern...

hope this helps




#2352
Game is finished but still looking for more people to do voices....

Urgent.......
#2353
Hi

just had this come up on first use in this game of Tween Module (1.21)

Failed to save room room1.crm; details below
Tween.ash(67): Macro 'MAX_TWEENS' is already defined

???

3.2.1 DD Room 16 colour res 1024 x 768 imported  3000 x 768

EDIT: What a plonker.. i had already imported Tween Module which is why i got the error :-[ 


#2354
I remember i ran out of objects once. Painted on further object and used hotspots.
#2355
And don't forget the spell check..

Looks good..
#2356
Gonna give this a go... well, at least try (laugh)

Congrats Capt.....

#2357
Quote from: nooby on Thu 23/06/2016 19:04:36
I can't defeat Kung Dung.

Spoiler hint
Spoiler

Have you seen the loose brick above Kung Dung?
[close]
#2358
Sounds interesting to me Blondbraid (nod)
#2359
Glad you have it sorted Mandle... can't wait to sail on the ocean waves (laugh)
#2360
You could have a button displaying X  or something positioned on the gui and use options below (Use Buttons properties panel to add script);
Code: ags

function BQuit_OnClick(GUIControl *control, MouseButton button) // BQuit is example button name
{
// On clicking BQuit button options
 
 QuitGame(0);// Will exit game
 QuitGame(1); // Will bring up confirmation gui
{
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