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Messages - ThreeOhFour

#1821
Alright! Two funky alien cityscapes! Thanks Misj' and Bulbapuck, these are both very nice and unusual, and I really like the way you have very different colour schemes :D

In other news, time is up folks, so do a bit of voting (hard when there are only two, I know) and we'll declare a winner :).
#1822
My attempt is pretty bad but might give you an idea:

#1823
Nice games everyone!

I liked all three and they all were funny, but my vote goes to West Love  ;D
#1824
General Discussion / Re: Robot Chat!
Sun 25/10/2009 01:54:13
Bahaha

I love the fact that Abigail says "I am a person like you".

I would totally have typed "...actually, Abigail, I am a bot."

"The primary function of the initiative was to reduce growing concerns about the state of unrest in Philadelphia."

"Studies have shown that successful policies were mainly those adopted in a post-conflict environment."

"Upon seeing the response to her elaboration she refused to comment further."

;D
#1825
Quote from: Vince Twelve on Sat 24/10/2009 22:17:13
I forget which program ProgZ uses for his animations,

Pro Motion.

Not... not that I stalk him, or anything...

#1826
It is a sad thing when things get lost.

I don't even have a copy of my own first AGS game :(
#1827
I don't have admin rights, but I can tell you that the database entry was for a game that seems to be most amusingly titled 'T.I.T'  :=
#1828
Hints & Tips / Re: Posting comments
Fri 23/10/2009 11:01:40
I keep thinking we should totally do a writing or mags competition where each entry has to use at least one of these creepy spam messages.
#1829
Makes me smile to see AGS get mentioned around the place. Hooray for Boingboing!
#1830
Yep, repeatedly_execute_always runs even while you've got something blocking running, such as Arjon had with his dialog.

See here in the manual :)
#1831
Code: ags
      else if (type==2) {  //  3    2   Speak to character
         Display("You get no response."
      }


Should be

Code: ags
      else if (type==2) {  //  3    2   Speak to character
         Display("You get no response.");
      }
#1832
Still missing that closing bracket and semicolon in that script under type==2, Rick  ;D
#1833
Quote from: Sirpunchula on Tue 20/10/2009 04:37:23
Quote from: RickJ
Lufia has identified your problem while I was typing the code below.  It's a skeleton of the entire function.  You just need to fill in the blanks as to what happens in each of the conditions.

The first part is fine, but I get an unexpected parser error at "else" at the character events:

Code: ags

 //  Unhandled Character
   else if (what==3)  {   
   //
      else if (type==0) {  //  3    0   Look at character (The error is on this line.)
      Display("Someone is standing here.");
      }
      else if (type==1) {  //  3    1   Interact with character
      Display("Poking a stranger is likely to put you in a bad situation.");
      }
      else if (type==2) {  //  3    2   Speak to character
      Display("You get no response.");
      }
      else if (type==3) {  //  3    3   Use inventory on character
      Display("Your generous offer is not accepted.");
      }
      else if (type==5) {  //  3    5   Pick up character
      }
      else if (type==6) {  //  3    6   Cursor Mode 8 on character
      }
      else if (type==7) {  //  3    7   Cursor Mode 9 on character
      }
      else  {                     //  Undefined
      }
   }


Does anyone know how I can fix that?

Fixed. Keep an eye out to make sure everything is closed properly with brackets and semicolons :)
#1834
Quote from: Calin Leafshade on Mon 19/10/2009 03:39:29
Anyone remember Granny's Garden?

We used to have this on an old Acorn computer at school, with about 8 floppy disks to run it.

I remember it really being rather odd and never getting very far...
#1835
You are probably looking for the RemoveWalkableArea and RestoreWalkableArea functions - you can't add a new walkable area, but you can create 2 from the start and turn one off until such a time as you want it turned back on :).

See here and here in the manual. Keep in mind that you have to keep removing walkable areas each time you load a room, as their state is reset on leaving the room.
#1836
Quite literally a 1 minute edit:



The square boots looked odd, and I thought it'd be nice to experiment with the face.
#1837
This is pretty cool.

I started off with an easy one - thinking of Link, and it took a lot of questions to figure it out and I thought "Well, this ain't so cool".

Then I tried The Nameless One, and it got it remarkably quickly. Same for Morte. I thought it'd be hard to figure out where they fit in, because they're both 'bad' characters even though they're portrayed for the most part as the 'good guys', and the genie seems to ask if they're goodies or baddies, but Akinator came through :P

Edit: I tried Paul Denton and it came up with JC Denton, which is pretty close, as well. Still, glad I managed to trick him  ;D
#1838
The Rumpus Room / Re: game nostalgia
Sat 17/10/2009 16:28:26
I was talking about old games with someone today, and I remembered Heroes of the 357th.

I was so completely addicted to this game I would sit in front of the screen with my joystick for hours, enjoying the rich graphics and detailed environments. At one stage my mother was so worried that I was completely sucked into some fantasy world where I actually thought I was really a WWII pilot (because I would move my head around when I turned my plane and talk to the other pilots on the screen) that she tried to ban me from playing it.

And here I thought I was too young for true nostalgia  :(
#1839
You sure can :)
#1840
QuoteEdit: Also she is flying (levitating).  :o



Well... all the cool kids were doing photoshops  :-[....

I blame boredom  8).
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