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Messages - TheRoger

#121
DBuske:
Spoiler
Get leaflet from bouncer, by saying that you don't have ticket to club, then show invitation to Hobo, he will give you a small quest for it.
[close]
#122
Solution to your problem. That is one of the hardest parts of the game, especially if you haven't played Monkey Island 2  ;D

Spoiler
The cutscene will start when you dial correct code. Try doors in room for code  ;)
[close]
#123
Fast walktrough how to get out from house:

Spoiler
If you want to get out from first room, combine two piece or cards and wrap them with tape (Open->drawers). To get our from house, just Use->Hat (hanging in wardrobe) for key.
[close]

Good luck from there.
#124
Yeah, I know about save dialog, spend some time trying to fix it, but didn't managed to fix it.
#125
Fixed links.

Abstauber, maybe familiar GUI attracted you  ;)
#126
Completed Game Announcements / Roger's Quest
Mon 04/04/2011 06:12:55
Finally! After long years of development (and even longer holidays in that) it's finally done.
My first game of AGS (I know you can't post first game, but this one is pretty good) is here. I present you: ROGER'S QUEST (It's not a space quest sequel)

Some screens:





You can download it here: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1415

Or download directly here

Maybe you don't want cutscenes, in that case download from here


You can watch trailer if you want here
#127
AGS Games in Production / Re: Roger's quest
Sun 20/03/2011 19:48:49
I'm back in business!!!

My friend remembered me that I still have a game to make, well at least finish it.
And that's what I'm doing. Planning to release this on 2011-04-04. And for this time, a small trailer: http://www.youtube.com/watch?v=ZYKzbVJq6H0
#128
Thank you, I think I got it now.
#129
I'm stuck, Again...

I'm using Abstaubers 9 verb GUI and I'm working with inventory right now. I want to put two actions in one piece of script. But only one of them works (the one of them witch is on top). What I need to do to make this work?

Here's my try:

Code: ags
function icap_OtherClick()
{
  if (UsedAction(eGA_LookAt))
  {
    player.Say("A bottle cap.");
    player.Say("What can I possibly do with this?");
  }
  else if(UsedAction(eGA_UseInv)) {
    if (player.ActiveInventory == ihalfbottle) {   
      player.Say("I need to fill this bottle first.");
}}
    else if(UsedAction(eGA_UseInv)) {
    if (player.ActiveInventory == ifullbottle) {   
      player.Say("This will take a sec.");
      player.LoseInventory(ifullbottle);
      player.LoseInventory(icap);
      player.AddInventory(icappedbottle);
    }}
    else Unhandled(); 
}

#130
I think that could be introduction in game ;D:

"When people hear my name, they think that I'm Roger Wilco, when they see me, they think that I'm Yahtzee guy..."
#131
 ;D didn't saw "bootle", I'll fix it, thanks for noticing it.

Story will be about Roger, who is running from chaws, because he somehow got in trouble with them. And he'll try to fix everything here. Epic ,but kinda unlogical ending is guaranteed.   ;)
#132
I agree with opinion that bad GUI may ruin the game(That's why I didn't played "Trilby's notes" and didn't complete whole saga). When I first time turn on any adventure game, I get angry because I don't like the GUI, but if you play further, you'll notice that GUI is not that bad and later it will be a good one. After that you'll move to another game and same story...

When I started to play Secret of MI, I was confused with all that buttons, some of them you only used few times(Pull/Push), but later I hang onto it and it became my favorite. Then I decided that my game will be like this. When I started creating, I realized that I won't use this GUI again, because you have to work with each button and it takes lots of space in bottom. I decided to use CMI style guy after this GUI, mostly because some games I played recently... and what the hell did I wrote here? No one's gonna read it anyway. Except for last sentence.

I think GUI mostly depends from popularity and how many players uses it and are used to it.
#133
More than a half game is finished. Already finished 11 rooms. Here are some of them:


This is my favorite, spend quite some time doing it:



Scene in the alley:



Old factory and some animations(can't see here):



It turned out that this will be full length game from short one. Added some story to it , added everything I had from anime creating and voila. Also I want to try to add voice here, but maybe after everything is done.

Planing to make a trailer and add some .avi cut scenes to the game(i'll see if it is possible). Updated status and I think that's all for today...
#134
Created something too... I called it Light always wins.
I think it came out pretty well, you download it here: http://www.mediafire.com/?llm3yfyfywn
Or watch in Newgrounds: http://www.newgrounds.com/audio/listen/322889
#135
I want to make some sword fight in game, it should be easy to and fun to play. I really liked Insult sword fight, but it's kinda "monkey islandish". If you have any ideas, write it here...
#136
Monkey Island 2 I guess, though it didn't had insult sword fight, from new ones it would be Ghost Pirates of Vooju Island, and tales of MI came out pretty well to me  ;)
#137
I'll try to play more with this. Is there a code that I could do action if I did action before. For example: There are drawers, and you can't use them, but if you go and talk to a man, you can use drawers to take something from there.
#138
Here's what I need, If player has bottle cap, he will take the bottle, because it is needed only after getting bottle cap, and before that, player don't even need bottle...
#139
I wanted to that, if player has bottle cap, he gets bottle, and won't lose the cap

else if(UsedAction(eGA_Use)) {
   
  if (player.HasInventory(icap))  {
    Game.DoOnceOnly("finding tape");
      player.Say("Maybe I have something here.");
      player.Walk(715, 325, eBlock);
      cEgo.FaceLocation(cEgo.x, cEgo.y - 50);
      player.Say("Found it");
      player.AddInventory(ihalfbottle);
    }
    else player.Say("There's nothing useful anymore.");
}}

But character still gets bottle if has cap.

Actually I think it's my fault, because I don't know where to put DoOnceOnly, I tried many locations before hasinventory and this, but it doesn't work...
#140
Can't get this work with this code:
player.HasInventory(icap)
any ideas?
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