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Messages - TheJBurger

#561
Quote from: ProgZmax on Wed 10/01/2007 05:47:07
1.Ã,  Must use double-wide pixels to color.Ã,  This outline is for Commodore 64 resolutions.
What would be the best way to do this? I figured if I use a 1x2 brush I might overlap by accident, so should I resize the image (half the width) pixel it, then resize it (widen it back to normal size)?
#562
Wow, awesome.Ã,  :) Congratulations to the other winners.
This will be my first time hosting a competition, so I hope it turns out okay. I'll try to get it up ASAP.

Quote from: BaRoN on Wed 10/01/2007 16:35:08
Except....why do his eyebrows join his hairline?
Those "joining" brown pixels are supposed to be his hair overhanging his forehead... but I guess it turned out wrong.Ã, Ã,  :)
#563
Quote from: Ishmael on Mon 08/01/2007 10:08:32
I don't think that game needs mentioning. I have a feeling the awards will be reward-hogging for the 'big names' again...
Sorry, I just thought I'd mention old games again that people "might've" forgotten about.

Quote from: Dan_N_GameZ on Mon 08/01/2007 19:31:44
Quote from: TheJBurger on Sun 07/01/2007 20:53:31
I would like to mention 1213 http://www.adventuregamestudio.co.uk/games.php?action=search&sterm=1213
for the categories:
Best Story
Best Non-Adventure Game

1213 is an adventure game. It's an action/adventure. And 1213's story is exceeded by Trilby's Notes' story IMO. We can argue about this on the Fullyramblomatic forums if you like ;).
No thanks.Ã,  :)
#564
I would like to mention 1213 http://www.adventuregamestudio.co.uk/games.php?action=search&sterm=1213
for the categories:
Best Story
Best Non-Adventure Game

I guess this would be all 3 episodes combined but the first one was released on December 30, 2005, so I don't know how this should work out as a whole.
#565
8 Colors + Transparency:

3x
#566
Reporting for duty??

#567
That doesn't change anything either.Ã,  Ã, :-\

[EDIT]Nevermind, I figured it out. IT had something to do with repeating idle views and whatnot.Ã,  :-X
#568
Sorry to bump, but I was hoping some one could answer my question.

Here's my problem (again):
Code: ags
cEgo.FaceLocation(cEgo.x, cEgo.y+200,eBlock);

That line of code makes EGO turn only after about 2-4 seconds. This is only when "characters turn to face direction" is enabled. When I turn it off though, he turns instantly, but I want the turning feature enabled. I know it should be faster because it worked instantly before, so what's the problem?
#569
Sorry, I don't have an answer for youÃ,  :( but I'd like to agree that this is an awesome game. The ending sequence (from the dream-state on, including the puzzles) was pretty amazing in itself, and then you get 2 endings on top of that.
The story was a little hard for me to follow, but I understood everything once it got to the end.

Also, if you haven't already, you might want to check out another experimental game by Yahtzee, Posedion (Is that how you spell it?) 12, which is a Life Sim. From the general response, it got mixed reviews, but I liked it from what I played. The only thing bad about it is it gets VERY monotonous towards the end, and I quit because the game was too repetitive after a certain date... and because it was taking too long to get to the end.

Sorry to the mods if this doesn't belong here.
#570
Hints & Tips / Re: reactor 9
Wed 13/12/2006 01:04:02
If you mean the door in the hallway, you don't need the clothes to open that door.

To open the reactor "control" door:
Spoiler
You need the guard in the bathroom to open it, but you need to wake him up first. Take the bucket that's in the turbine room, and bring it to the bathroom and fill it with water. Use it on the door and the guard will eventually open the door for you.
[close]
#571
I thought of that too, but there's no delay on any of the frames.
#572
The characters can be either "characters" (meaning independent of the background) or you could just draw them directly onto the background, and import that into the editor (which it seems you've done).
If you want them to be individual characters (This would be appropriate if you wanted to talk to the characters in the game), you would get rid of all the characters on the background, and import their sprites individually to create their characters. Then you would set them up in the room, and you could constantly animate them using the command:
Code: ags
character[name].Animate(code goes here);

That's method # 1.

Method # 2
If your characters are directly part of the background, you could edit them all each time, save the individual background frames as seperate files, and then animate the background using the "Animate Background" feature in each room. This allows you to have 5 background frames that will cycle in animation during the game.

Method # 1 is probably better, but you could probably get by with method # 2.

On second thought, you should probably use Method 1 as characters have their own walk behind areas which would update for animations. Background frames would be less effective here.
#573
I have that "Characters turn to face direction" box enabled. When I try it in action though, my character waits about 1-3 seconds, and then he turns. I never noticed the wait before and I was wondering what caused the problem.

The exact code for the face location is:
Code: ags
cEgo.FaceLocation(cEgo.x, cEgo.y+200,eBlock);


I never noticed the slowdown before, and it only started later in my game development. My game is currently quite big, so I was wondering if that was the sole problem.
#574
Hints & Tips / Re: reactor 9
Sat 09/12/2006 20:03:00
As far as I know, aside from the various dialogs that you are FORCED into to, the only way to lose/gain trust is
Spoiler
Show wrench to Matt, talk to Matt about everything.
[close]
After doing that, I think you get +60% trust, if you get everything right. I'm sure there's a way to get more trust than that, but I haven't found it.

So... I think you're stuck below 50% unless you figure out something else.
#575
Hints & Tips / Re: reactor 9
Fri 08/12/2006 22:55:16
Sheepisher:
Spoiler
You need to grab Matt, put the plastic bag over your head, and then use the oxygen tank on it.
[close]
#576
Hints & Tips / Re: reactor 9
Fri 08/12/2006 22:51:05
I'm trying to find the 3rd newspaper but I'm not having any luck. Help?
Spoiler
The only place I can think of is the locker, but Matt won't let me open it.
[close]

EDIT: Nevermind, I found it.
#577
Hints & Tips / Re: reactor 9
Fri 08/12/2006 00:07:06
hint:
Spoiler
You need to get Matt to trust you so you two can go shut down the reactor.
[close]

Answer:
Spoiler
Show Matt the newspaper, proving your identity as a scientist.
[close]
#578
Completed Game Announcements / Re: Reactor 09
Thu 07/12/2006 23:23:13
Another great game Bernie. The intro was great, and on a whole, the atmosphere was top-notch. I loved the trust meter, and how the interface "adapted" for the hand icon depending on what you used it on. Also, I loved the other simple things, such as being able to walk around while the character is still talking.
I completed the game with +50% trust. It seems like there's a better ending so I'll have to try and find it.Ã,  :D

I noticed that in almost every one of your games there's a sidekick.Ã,  :=

I encountered something that you might want to fix:
Spoiler
When using the chain on the pressure vent, the character walks to the bottom of the ladder and then to the top. The problem is, sometimes I'm already on the top of the ladder, so he walks to the bottom again and then to the top when I use the chain.
[close]

Thanks for your excellent game.  :)

P.S. Was your old "future test" game you released a while back the prototype for this? I noticed some similarities between the two.
#579
Quote from: FamousAdventurer77 on Mon 04/12/2006 05:24:44
I say, some of the worst puzzles ever were--

1) Indiana Jones and The Last Crusade, both of the Nazi mazes. I died SO MUCH during them. The one in Castle Brunwald was nothing compared to the second one but they both made me want to rip my hair out!

2) Night of the Hermit, whole game. I'm not dissing the game, don't get the wrong message, because it just looks so cool-- but it's just that nearly all the puzzles really made no sense and left me clueless. I like a challenge and difficult games but it truly was a bit much-- the endless combination of inventory items and not knowing what to do with them, what was expected and unexpected...never really got anywhere in the game as a result :(

I actually liked Night of the Hermit. I agree that there were some puzzles that made hardly any sense, but for the most part I thought it was straight-forward.

About the mazes in Last crusade, I wouldn't really consider Castle Brunwald a maze, more like a ... "Interactive Dungeon."  :P The 2nd maze (The blimp right?) I didn't have too much trouble on, so I didn't hate it at all.

Speaking of KQ5... I really hated how there were so many wrong things you could do with each item, that would (I think) get you stuck. You could trade away your gold items to random people, even though you needed them for other purposes.
#580
If non-adventure games count, then I'd like to mention "The Clue!" or was it "Der Clou"?

The game basically has you preforming one heist after another.
Anyway, for the final mission, the game had you preform this insane robbery which might take an hour+ to plan and execute, and then after you skillfully execute it, the game ends with a few sentences.

Pretty disappointing...
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