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Messages - ThreeOhFour

#1241
Well, it still has the interaction editor, which means less coding... sort of. Other than that, AGS 3.xx is much nicer to use (and I don't really like the interaction editor anyway)
#1242
Haha awesome man.

I bought an epiphone les paul this weekend, so hooray for being poor + noisy :P
#1243
An easy way to do it:

Create a new boolean variable in the global variables pane called something like TalkedToBjork, set to false (although it doesn't matter really if you set it to false here)

When you click on cBjork with whatever mouse mode starts Bjork talking, have this somewhere in that function:

Code: ags
 TalkedToBjork = true;


Then when you run the conversation with cBergthora, in either the global script or dialog script (wherever you've set it up), you can reference it:

Code: ags

cBergthora.Say("Did you ask Bjork about the shovel?");
if (TalkedToBjork == true)
{
  cWizard.Say("Yes, I have. She says you can have it.");
  cBergthora.Say("Great! Help yourself to my squishy carrot.");
}
else
{
  cWizard.Say("No, not yet.");
  cBerthora.Say("You shan't have my squishy carrot then!");
}


Hope this helps.
#1244
General Discussion / Re: Who has 5.1?
Sat 26/02/2011 23:40:36
Ben304 has 5.1 :D
#1245
I believe his point was more "Why not make an objective, accurate, comprehensive look at the Life of Mahatma Gandhi" rather than a "Warm look at the Life of Mahatma Gandhi". Which seems to me to be a fair point to make. The title does suggest that the game is very biased - although I don't suggest that being biased is a bad thing, it just ruins something's credibility as an "Interactive documentary".

Good to hear you figured out the halo issue, it really is rather unsightly with that in :)
#1246
Great news man! Good to hear this going official, great to see the touched up screens, I look forward to seeing how you get along!
#1247
Ponch: There's more homo-eroticism in the average conversation between Calin and I than in the last OSD game! ;)

Sughly: Thanks, glad you're enjoying it thus far!
#1248
Actually I vaguely remember proposing to him last week, and I'm sure he said "I do".

(this isn't actually a joke, I really do remember it occurring)
#1249
Thanks Galen and Zenger!

I'll see if I can tweak the dialogue a bit to make that puzzle a little clearer.
#1250
Glad you liked it Stu. When I get a chance, I'm going to add an option to the game to allow you to set the speech to be skipped manually only, so that players can wait until after Zak has finished speaking then read the dialogue.

Hopefully this fixes the problem a little!
#1251
If you're doing it for the last frame, surely you'd be able to cycle the animation then set a random timer in a rep_ex_always, starting the animation once again once the timer has expired?

Something like:

Code: ags

function repeatedly_execute_always()
{
  if (IsTimerExpired(2))
  {
    oFlag.Animate(1, 3, eOnce, eNoBlock);
    int Flagtime = Random(40) + 40;
    SetTimer(2, Flagtime);
  }
}


That should animate the flag, then run the next animation between one and two seconds later.
#1252
Oh, I didn't take it the wrong way, that's how I intended him to appear! But there's more to him than meets the eye, you just don't get to see it yet :)
#1253
ProgZmax: Thanks for the feedback! With regards to the inventory, it was more a choice related to symmetry of guis than anything, though I see your point. I haven't made a game with lots of inventory items for ages, so the amount of items kinda snuck up on me! As for longer games, hopefully doing the episodic thing will help me tell a fuller length story, broken up into more manageable chunks.

Fitz: Glad you enjoyed the ending and story, I was quite pleased once I had designed it all and checked how it all flowed for this first part. I feel it's one of my strongest pieces of game writing to date. As for the music, I agree, I really love some of the songs very, very much. As for the Kylie song, wow, I'd never even heard of that until now. This is preferable to golden knickers :)

Ponch: Sure, if you don't mind a one room, one puzzle installment  ;D

Wonkyth: Not sure if I understand you fully, but studies are a good thing!

Tabata: Thank you for the lovely comments, they are very much appreciated.

Ascovel: Thanks for the feedback! I've really been pushing myself (particularly with so many amazing artists around the forums these days) graphically now that I've found a comfortable style , it's nice to know this is paying off. I agree about the radio show, when I came up with the idea, I had no clue that it would turn out as good as it did!

As for the characters, hopefully by the time the corporate guy's story has been fleshed out fully he will seem a little less one-dimensional. Glad you found the others interesting!

Interesting thoughts on the puzzles - the frustrations with radio whilst speaking is one reason I gave the option to turn the radios off, and I'm going to do some adjusting at some point which will hopefully fix a few of your concerns. I agree that the conversations didn't fully hint at the puzzle solutions, but adjusted whichever puzzles the testers got stuck on to be clearer, and will be making at least one slightly better hinted at as well. As for the pixel hunt - I did my best to eliminate the worst of them (hence the fact that there are 2 sets of pliers in 2 different rooms).
#1254
Atelier found an easter egg even I didn't know about! :O

Glad you liked the crow, it allowed me to sneakily reference two classic adventure games at once!
#1255
Ponch: Haa haa. It's probably going to be a slightly bigger game, so it'll take me a bit longer to put together than this one, I think.

Grim: Thanks! I see your point about the chattyness, and even discussed with Sebastian how wordy the intro is, but really didn't want to cut any of it. I'll try to get to the action quicker next time!

frederic09: Depends on how much I cut/add to the storyline and how I split it all up, but I'm currently looking at between 5-7 parts. No definite figures though!

SarahLiz: Thanks, and I hope you enjoy it!

Calin: There is one actually but it's so big it is hiding behind the mountains because it is embarrassed at its fat tummy D:
#1256
Leon: Thanks, as usual, for writing the walkthrough :)

NemelChelovek: I plan on it!

Peder: Umm... because you're the one that has to add it to there? I discussed this with you just last week  :=

Selmiak: Too short? I thought it was perfect length for a short game  8). I originally planned to animate Audrey and Rasputin playing their show as the sequence after the end credits, but realized that I could add so much more to the story and characters with the end sequence I ended up using, so I stuck with that. An animation would have been a cute end to the game, but I think this one is the stronger finish overall.

As for the soundtrack - it's not mine to release! It's up to Sebastian and David if/how they wish to release the game's soundtrack, really.

Ascovel: I see your point, but Rasputin does quite clearly state (the first time, at least) that the concoction created fumes - also if you've done it right and look at it, she does mention the word fumes as well. I am going to slightly adjust what he says if you ask him the story again, so hopefully that will help clear up any more confusion there :)
#1257
Fitz: Thanks for your comments. I really wanted to make it feel like Elodie really knew all these characters - setting the first game in her hometown really let me establish a nice circle of friends and helped me write her history a bit better, so I'm glad you found the characters fun and easy to relate to.

The radio stations in the GTA games are a big part of the attraction for me as well, and they're a big part of the reason why I wanted to have a radio station in the game - the other, of course, being that I love music and radio stations that play music beyond the regular billboard charting artists.

NemelChelovek: Few people have felt the length of time between releases as strongly as I have. My apologies if my science was inaccurate; it has been years since I studied chemistry - although, to be fair, the musical theories that Damon discusses are almost entirely inaccurate and unrealistic and written that way on purpose, so one accidental bungle doesn't concern me too much  ;D

selmiak: Hope you enjoy it, Chris! Thanks for the catch there, I'll fix that!

Pressure Cookie: Many thanks for your kind words! People being unable to focus on the game because of the talking/singing was a major concern, hence the ability to turn the radio off at several places in the game world.

Ascovel: I'll be the first to concede that this is a slightly far fetched puzzle, but hopefully you'll solve it :)

SarahLiz: If you've got a specific question, we'll be happy to help out (unless a walkthrough gets written soon, of course).



There are a number of issues that have appeared since release, so when I get some free time (hopefully this weekend) I will address them and upload an updated version of the game.
#1258
I have to agree, it is awesome, and I've been listening to it for a few weeks now  :D
#1259
Ponch: Thanks! It was pretty important to us to make the world feel as full and alive as possible, so it's awesome to hear that this is noticeable. Full Throttle was a pretty big influence on the game's style - heck, the giant tower with a tank at the top is a direct homage to the fuel tower in FT :).

Xenogia: I know. I visited you at your house, remember. The memories keep me awake at night!  :o
#1260
Thanks for the great feedback, Ilyich.

With regards to the songs being done by a bigger variety of people, I see your point here, but I really love all the songs and wouldn't want it any other way, really! I feel they really manage to capture the essence of a broad range of modern music styles whilst still managing to poke a bit of fun at popular music in general.
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