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Messages - ThreeOhFour

#1581
Good choice, and well done Victor6 (and everyone else with their cool entries) :)
#1582
Completed Game Announcements / Re: Life
Thu 14/01/2010 04:41:47
I like the graphics (and animation), music and the idea of the little trolley that follows.

It reminded me slightly of Terry Cavanagh's Pathways. I enjoy seeing people try things like this in which our interaction is more akin to turning pages in a book than trying to achieve any goal.

I am also sure some people will fail to see the point, and that I may have merely invented a point to see in the game as a gesture of courtesy towards the designer. However, it has been suggested that a picture tells a thousand words, so perhaps the point itself is to assign meaning to this however the player sees fit.

Or perhaps I just enjoy talking nonsense at length.

Jolly good, whatever the truth is.
#1583
Thanks for that, monkey  :-*
#1584
Glad it worked!

I'm not sure of the rules precisely (I'm sure somebody can clarify here) but I believe whenever you're setting a string variable's value it is necessary to use the quotation marks.
#1585
I don't actually have AGS installed at the moment (woah  :o) but can you not just use:

Code: ags
cCharacter.Name = "Julian";


(sorry, untested, but manual entry here suggests that this can get or set the name...)
#1586
It's kinda vaguely hinted at on the wiki page, and also explained (I guess) a bit more here.

Really, that's extremely old news now, I find it a bit doubtful that too many people hold any sort of grudge against him.

Edit: Meaning that maybe they have new reasons to hate him?  :=
#1587
Quote from: anian on Tue 12/01/2010 15:55:02(except maybe vegemite, still want to try that)

I hated it as a kid. Now I consider it delicious.

Gaming bar sounds like a cool idea, it will be interesting to see how successful it is.
#1588
Hah, no idea. But in future, you might keep the String formatting section of the manual in mind. :)
#1589
Have you tried replacing the %i with a %d?
#1590
Site & Forum Reports / Re: New AGS Website
Tue 12/01/2010 13:40:42
I think it looks great, but agree with this:

Quote from: GarageGothic on Tue 12/01/2010 13:34:28
1) The yellow of the "Celebrating 10 Years of Game Making" banner still irks me. If orange doesn't look good I'd at least settle for a more golden finish to it than that the very bright yellow, which in my opinion cheapens the look of the site.

That yellow mixes with the blue in a way that is slightly reminiscent of the colour of bile  :=
#1591
Holy crap Steve!

That's the most bestest thing I ever saw  :o :D
#1592
Sounds good and looks great.

My eye will be out for this one - and good luck with making it commercial as well :)
#1593
I'd say this is because the player.ChangeRoom command isn't actually linked to that else statement.

Try this:

Code: ags


function region1_WalksOnto()
{
  if(player.HasInventory(ichest2))
  {
    cRedpants.Say("I think we've got everything I need from here"); 
  }
  else
  {
    cRedpants.Say("You approach Rot Island"); 
    wplayer.ChangeRoom(15, 44, 441);
  }
}

#1594
Sadly I did not - I usually try to avoid hints, but became stuck at the following spot:

Spoiler
When Franko becomes infected with some green horror, and runs around exasperated. Combining the flag and polish wasn't something I picked up on, sadly. I also accidentally peeked at the solution for the darts challenge/getting the balloons (as this is where I was stuck, I thought it'd be the right spot to find the hint in the walkthrough), but feel I would have solved this without the walkthrough anyway.

The puzzle with the moon took me quite a while to solve, but seemed fair enough to me upon completing it.
[close]
#1595
General Discussion / Re: My wish for 2010
Sun 10/01/2010 18:14:17
For the record I rather enjoyed what I played of Fallout 3 as well.  :P
#1596
General Discussion / Re: My wish for 2010
Sun 10/01/2010 17:47:09
No, they're older. You're on a forum based around point and click adventure games... old games are fairly highly regarded around here.

Do yourself a favour and check them out. They're old and unforgiving, but quality if you can look past their flaws. I personally prefer the first over the second.
#1597
Quote from: Dualnames on Sun 10/01/2010 13:14:51
And I'm saying all you guys, are wrong!!

There's two games I've laughed my arse with. One is Damsel, and one is the Barn Runner series!

Both of which have been mentioned, ya wally  :-*
#1598
Quote from: Ali on Sun 10/01/2010 11:13:16
And PLEASE, more people play Good Morning Mr. Gingerbread. I play adventures with my girlfriend and we read the dialogue aloud, doing voices for the characters (we're that cool). With this game it was hard to read the lines because they kept making me laugh. If you get the humour of D.Duck, then definitely give this one a go.

Oh yes, how the heck did I miss this!? Absolutely stupidly hilarious :D! (in fact I'm gonna go and play it again now that you reminded me)

Quote from: Ali on Sun 10/01/2010 11:13:16
And even though Ben has condemned Nelly Cootalot as just "pretty darn funny", I'll mention that his latest game !, in addition to being unpronounceable is his funniest yet.

Aww dang, I didn't mean it like that! It really is very funny (Jolly Roger is fantastic). And hooray, somebody actually found ! funny :D
#1599
Hey hey,

First of all, it's pretty clear that you went into this project with a ton of interesting ideas you wanted to try. I was genuinely impressed by the creativity of the puzzles - very rarely are they standard fare.

Your decisions regarding the dialogue system are very interesting. I like the X stamp, and it's uses, I like the fact that we can get rid of dialogue pieces/items by using them in puzzles, and I think it's a really unique approach to the genre. I do not ever recall a game with multiple verbcoins. What concerns me is that we can become overwhelmed by having so many possibilities. Usually in an adventure game, there is only a single way to talk to a character. Here not only do we have multiple dialogs due to the nature of the junk dialog system, but each dialog item has three 'uses' as a dialog item, and possibly more as an actual item. If we have 10 dialog items, for example, this means that with a single character we have 30 possible actions with a single character, as well as the standard combinations with other items and hotspots. You've really managed to fill up the game, but as a player I'm sitting here looking at countless combinations and I can't help but feeling a bit lost.

I have to agree with Grim Reaper that this would really benefit from a bit of simplification. My concern is that we have a whole slew of non standard ideas thrown at us, one after the other. This isn't necessarily a bad thing, it certainly shows your ability to come up with clever ideas for your game. But I was struck by the notion that Frantic Franko operates strictly on his own logic, and the entire game reflects this. The fourth wall is broken on the very first puzzle (Which I thought was quite good, except for the fact that one really has to guess what to do), we have a rule such as "Franko only speaks with his junk" established, and then broken later on (although this wasn't too bad, due to the way you limited the interactivity in this bit).

You've approached the genre with a very unique and interesting perspective. I want Frantic Franko to succeed because it showcases the often overlooked flexibility of the adventure game genre beautifully. I'm just a bit worried that it might not get the attention that such creativity warrants because it presents us with so much at once. Perhaps the tutorial you mentioned will make things easier - I certainly hope that it does.

In a sense, then, I basically agree with Grim Reaper - it'd be great to have all these elements introduced slowly. Sadly, this would probably mean sacrificing your vision to some extent, and also reworking. Ultimately the choice is yours - and if you want clarification on anything I've mentioned I'll be glad to try and elaborate! You've really done some things that show great promise - I'd love to see people discussing the ideas you have here in depth, because I think you're definitely onto something.
#1600
I'm not a panel member, but something that disappoints me is the fact that, while we do sometimes see people thanking the review panel, the only time that people remember them in any big way is when somebody complains (I'm guilty of this too). The rest of the time we seem to expect them to keep rating games without any recognition for their efforts, which is a pretty crappy attitude considering the friendly place this is.

If was was doing something and the only time anyone commented on what I was doing was to say "Hey! That's not how you do it! Don't do it like that anymore!" I'd say "Screw this".

And I'm not saying this so my games all get 27 cup ratings, it really is something to consider. We waited for ages to get this panel thing going on, it'd be a shame to lose it now that we've got it!
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