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Messages - Snarky

#8521
Ah, the generational starship motif!

Yeah, it's an interesting idea. Loads of science fiction writers have thought so, too. You could look at Brian Aldiss's "Non-stop", Harry Martenson's "Aniara", Stephen Baxter's "Ring", Arthur C. Clarke's "Rama", James Blish's "Cities in Flight", Gene Wolfe's "Book of the Long Sun", and Ursula Le Guin's "Paradises Lost" (in the collection "The Birthday of the World"), as well as a ton of short stories. There was even a low-budget Canadian TV series called "The Starlost", starring Keir Dullea (Dave Bowman in 2001).

So I guess I'm saying... if you're a pompous ass, then you're not alone. Although you shouldn't imagine that this is a completely original idea, I'm sure there's plenty of potential there for a fresh story. Good luck!
#8522
Maybe not. I guess I'd cast my vote along with yours, for TSOMI. And not just for historical significance or nostalgia. I played it last weekend, and if had come out this year it would still be the best adventure game ever.
#8523
Quote from: Dart on Sun 13/06/2004 21:22:07
Quite simply the best adventure game of all is Conquests of the Longbow.

Memorable music + great story + Robin Hood + nice graphics + intriguing puzzles = Best. Adventure.Game. Ever.
Don't forget the multiple solutions to the puzzles that lead to multiple endings, the points system that works on at least two dimensions, and the fact that it includes an authentic medieval board game. It's genius!
#8524
Quote from: OzzieOy on Wed 16/06/2004 18:44:44I have friends from Europe that don't speak that great of English yet but they're fun and funny people to hang with. :P I don't know if Rebecca is bitter against Europe in some regard but I thought that part was uncool...

Speaking for Europe, we really didn't mind.

Sorry about your cat, Rebecca. We tried to swerve, but it was too late. Maybe you shouldn't have let it running loose all over our streets.
#8525
Yes. By importing bigger sprites (images), you can make bigger characters. You can also scale characters by more than 100% to make them bigger, but they'll look blocky.
#8526
Yeah, but layers are good for doing AGS masks, because you can paint them right on top of your background, and store them in the same file. Also, if you build your background right, you may be able to generate the masks automatically from the image. For instance, if you have a tree that's going to be a walkbehind, and you draw it on its own layer, you can use that layer to create the walkbehind mask, and it will be pixel-perfect.
#8527
Any paint application that does layers. Adobe Photoshop or Paint Shop Pro, for instance. There's a link to a big list of decent paint applications in the "READ THIS THREAD FIRST" thread.
#8528
OK Dikla, let's see if I've understood what you're trying to do.

You are using Sierra-style speech, and you want to show the portrait of the different characters, along with a line of text. You want the game to automatically show these lines of dialogue, one after the other, without the player having to click "Talk" on the characters.

Currently you're hacking this by sticking the character portraits on the screen as objects, making them visible with ObjectOn(), and then using DisplayXXX() to show the line of text. But it doesn't work.

Is that right? OK, I'm not sure why ObjectOn() doesn't work, but I think I have a better solution to your problem.

Make a conversation with all the characters and the things they have to say, and then use RunDialog() to launch it. Look up RunDialog() in the manual first to see how to use it. I think you want to put this in the Room Interactions, under "Player Enters Screen (after fadein)", so that it happens automatically when the player enters the room. This is probably the same place where you have the hero say "I want to thank all my friends".
#8529
Wouldn't it be better to set this for each walkable area, rather than for each room? The perspective might be significantly different.
#8530
Quote from: wombat on Sat 03/04/2004 20:48:52
all thats happening is an ms-dos window flashes open and closed once, and then nothing happens. I dont even get either program opening up. When i check the batch file all that appears is a 0.

Wombats, I know why this is happening. Let's have a look at your script:

Quote from: wombat on Thu 01/04/2004 20:45:42
echo 0 > check.bat
spygame.exe
shootergame.exe
del check.bat
echo 1 > check.bat
spygame.exe
del check.bat

I bet you stored all of this in a file called "check.bat". What happens is that when you run it, on the very first line, "echo 0 > check.bat", it writes "0" to the file "check.bat"... itself! So all the following commands are overwritten, and nothing more happens.

Try changing the commands to say "echo 0 > check.txt" (or "check.dat", or whatever) etc., and naming your batchfile "rungame.bat". That way you won't be confused.
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