Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Timosity

#1201
AGS Games in Production / Re:Beyond Reality
Tue 08/07/2003 08:35:43
Looks Great Yufster, Excellent art, and it seems to be planned a lot better than most.

Goodluck with it all.

And Dave it's good that there are a few of us 27 year olds around, makes me realise that as you get older you can still enjoy making and playing adventure games.
#1202
Sounds like a particular TV show, and it's probably about the same thing, Is the main chick Gabriel, and Evan will be stalking her, to find out her bra size?
#1203
Critics' Lounge / Re:God Walk - MODIFIED
Tue 08/07/2003 08:17:27
Wow, with Neole's art and Dorcan's scripting, this game should be excellent, hope the story holds up, and no doubt you've found a good musician too.
#1204
Yes, I'm enjoying the colour ones, and as for cannibalism, I was really speaking metephorically(I hope obviously) then taking it a bit far with the response to n3tgraph. all in good fun.

You'll have to set up an art gallery with all the pics from this thread sometime.
#1205
Quote from: Sluggo on Tue 08/07/2003 07:21:56
Also, inhabitants from Lesbos (all female I think) were supposedly the most beautiful women in the world. So yeah, it's a pretty cool word.

And that's where it ended, cause they couldn't find a way to reproduce, now the standed has dropped off, "although my next door neighbour, she's hot, pitty"- and most of the pornstar lesbians/bi-sexuals are really straight women getting paid alot of money.


Microsoft is a great company, that also can be criticised for releasing stuff too fast, the reason being deadlines, and also the fact that they can use the internet to release patches as an excuse to cover up their fuck ups.

They are quite cruel though not letting the old stuff be used on the newer systems, so you have to update your software, so they program there own products along with everyone elses to be useless on the latest machines, (well after a few years)

But other people might think they are smart doing this from a sales point of view, there aren't too many companies that have been successful taking on microsoft, and they still haven't overtaken them.

Maybe that can be CJ's next task


Back to the Seagull lesbians, sounds original, is there gonna be one butch one and a hot one, just like in real life?

I don't get that either, why do good looking lesbians find a woman that looks like a bloke anyway, It makes you think that somewhere subconciously they really want a man. If I was a hot lesbian, I'd want a hot girlfriend, I think I would be attracted to good looking girls not girls that look and dress like men. (I thought my neighbours girlfriend was a guy until I heard her speak and saw her up close)

I guess I can't really talk being a hetro male, I'll wait till my neighbour finds a goodlooking one before I try for a threesome. j/k

(I grew up with this girl, known her for 22 years, and she's a really nice girl, and her girlfriend is a nice girl too damnit, )

Seagulls, interesting, never really thought about sexuality of other animals, maybe it will show the irrelevance of sexuality, in the broader scheme of things.
#1206
I'm not sure if there were other releases,

this site is pretty cool, and they aren't aware of any other versions:
http://www.vintage-sierra.com/sq/sq2v1.html

It's a pretty good site for the history of Sierra-Online

EDIT:actually, reading what the site says, it comes on one 3.5" floppy
or two 5.25" floppy's, and seeing as yours is two 3.5" discs, it probably is a different version, but still no idea if it's the original or not.

Can you get a version number from the menu in the game, or there could be a file in the game folder that has the version info.

There's some suggestions, but I still couldn't really help
#1207
Quote from: N3TGraph on Mon 07/07/2003 08:32:43
timosity, you'd eat her AFter the dino meshed around with her?

ick :P

If the dino left me any pieces, maybe with some sour cream and sweet chili sauce
#1208
MMmmm she's about to get eaten, I'd probably eat her too
#1209
Critics' Lounge / Re:C&C on front view
Mon 07/07/2003 07:00:44
he looks much thinner in the front view, look how thin his legs are in comparison to the side view, so a bit wider in all areas in front view, maybe not the head, but broaden the shoulders a bit.

also his little beer gut doesn't seem right in front view

looks escellent though.
#1210
Critics' Lounge / Re:God Walk
Sun 06/07/2003 17:33:53
I don't like the way his nose sticks up, looks very strange, but the animation is great.
#1211
AnimateCharacter(CIRCUM,0, 1, 0);
while (character[CIRCUM].animating) Wait(1);
#1212
Quote from: terranRICH on Thu 03/07/2003 04:25:27
Quote* Added "Lock objects in position" checkbox to the GUI editor, to stop you accidentally moving objects when trying to select them.

Wasn't this already implemented? I remember that option having been there for ages.

I haven't looked at this version yet but I think it means like locking buttons etc on a GUI not just normal objects in a room, I think that's what it means
#1213
I just had a quick go,  I didn't do much, just popped a big zit.

looks pretty good, One thing that bothers me is you can't click the text away, even when you just look at something, I guess it's just personal preference, It's OK in a cutscene, but not for every piece of text.

I'll tell you more later
#1214
hehe,

No, I just glued some small mirror pieces to the screen, works like a charm
#1215
Critics' Lounge / Re:C&C on Walk anim...
Thu 03/07/2003 15:33:49
I love it, I just can't help wondering when he'll reach the pub.
#1216
Thanks SSH, worked perfectly,

int mirrorbase=132;
int laz_dist_from_mirror;
int lmi_dist_from_mirror;
int scale=3;

 // script for room: Repeatedly execute
character[LMI].x=character[LAZ].x;

laz_dist_from_mirror=character[LAZ].y-mirrorbase;
lmi_dist_from_mirror=laz_dist_from_mirror/scale;
character[LMI].y=mirrorbase-lmi_dist_from_mirror;


character[LMI].loop=character[LAZ].loop;
character[LMI].frame=character[LAZ].frame;

Also Scorpiorus is right, that loop, frame thing works exactly how I wanted it, thanks to both of you for replying.

All I had to do was change LMI views so that forward was backward and vice-versa, also for the side view, I had to have it so eg. when the left foot was forward on LAZ, the right foot had to be forward on LMI,

I could swear there was actually a fully functional mirror in every aspect on the screen, Thanks again guys

very much appreciated

~Tim
#1217
Adventure Related Talk & Chat / Re:Mittens USA
Wed 02/07/2003 16:01:05
Typical New Yorker, can't move outside manhattan, j/k

how about Kansas, isn't that like the center of the country, equal for everyone, maybe Dorothy is still there.

Well it's probably Easier for people outside the US for it to be relatively close to a major city like New York or LA,

How about Las Vegas, we could all become millionaires

Or somewhere in Florida sounds sweet, or is anyone from southern California, I've heard it's pretty nice there too.

I have no idea if I could make it or not, too far away at this stage
#1218
Thanks SuperSH, that's given me some ideas on the situation, I'll let you know how it goes, meanwhile I must sleep, then go to work.

I usually post stuff in the beginners cause I always think (or hope) that what I'm trying to do has a simple solution that I have just missed somewhere.

Couple of weeks ago, I thought it would be simple to animate a gui button, boy was I wrong.
#1219
OK, I have a large mirror on one screen the player passes, and i need to have him reflected.

I have created another character with flipped forward and backward views so he has a mirrored effect.

I've started with this simple test script just to so what happens.

character LAZ being the player character

 // script for room: Repeatedly execute
if (character[LAZ].x<68){ // character not infront of mirror
character[LMI].x=300;
character[LMI].y=120;  // character hidden behind walkbehind area
}
else{
character[LMI].x=character[LAZ].x;
character[LMI].y=character[LAZ].y-20;  
}

What happens is the character LMI stays 20 pixels in front, but the character doesn't walk, it just stands in the same position and drags along.

how do I get him to walk, as these lines

character[LMI].x=character[LAZ].x;
character[LMI].y=character[LAZ].y-20;   //temp y position till i figure out NPC walking

just place the character in the right places.(it's like he's just gliding or being dragged [he is also on a walkable area])

also I've been trying to figure out (with no luck) how set the right Y position.

eg. when the character walks towards the mirror I need the Y value to Move closer to zero and when I walk away I need the Y value to Move further negative, [so he looks like he's walking toward or away from the mirror] the X value is easy as it is just the same as the player character.

I know it can be done, I'll just keep experimenting, but I'll appreciate any help, Thanks

#1220
Competitions & Activities / Re:MAGS - JUNE
Tue 01/07/2003 18:30:18
Congrats Aussie,

This whole month produced some quality short games

congrats to the others too
SMF spam blocked by CleanTalk