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Messages - Timosity

#921
Hints & Tips / Re:Larry Wilco: paradise lost
Mon 03/11/2003 11:49:44
Sorry Jane, I missed this post, Glad you worked it out, Thanks for playing

~Tim
#922
Damnit, I found out the ending before actually getting to the ending, and I still haven't really finished it.

Spoiler
I think it must have been the older version, cause I could just walk across the chasm, I downloaded it again and I couldn't replicate it but I can replicate it on the first version with a saved game I have.

Just another thing, you can give the healer the mint leaves early and she still asks you to get her some, and I don't know whether you got the last one I wrote, looking at the fruit on the ground at the beach before you pick it up still says it's 10 feet in the air.
[close]

and I'm stuck

Spoiler

I can't keep the guy in the shed, there is no interactions possible on the shed once you put the rock infront of it. But you still can't get the ladder, maybe you don't need the ladder or trap the guy.

so how do you get across the chasm, am I missing something

I have stick, warning, broken lock, bone, pass, lighter, open paint and dynomite, and I feel I've tried everything
[close]
[/s]

I think It's quite a hard game actually, I've got this far on my own and still haven't properly finished it, so well done, I'm usually pretty good at cracking puzzles.

I'm still looking forward to fry 2 which will probably be released after fry 7, but I'm sure it will be the best one.

Edit: I finished it, an Enjoyable game, just a pitty I saw the ending earlier.
love all the dialogs, very funny, I loved the colours, the end scene was a bit short, but it was still funny.

well done, bring on fry 2
#923
Oh well, I was trying to help out someone new, and gave them info on what to do, if it wasn't moved they probably would have done as I suggested and Edit the main post when they uploaded, then Instead of this thread being silly, it would have actually become the games thread.

maybe give people a little more time AGA, then if still no game, then move it.
#924
Critics' Lounge / Re:Spooky midi ^_^
Mon 03/11/2003 06:31:10
Really well made Petteri,

Although I didn't really find it that spooky, the sounds were kinda the right style, but it was a bit too happy and pacey, as others have said Carnival music, Mike Paton would love it.

but yeah, it totally depends on what it's specifically for in the game, it would probably fit well in a comedy/spooky game, when the character is up to something mischievous.
#925
Quote from: TK on Mon 03/11/2003 05:54:02
This also happens sometimes when I turn a GUI to text window. All the eight buttons are set to sprite 23, if one exists.

This has happened everytime I've made a gui a text window (since 2.4), but I've never really thought about it as I change the sprite anyway. But I think it must have something to do with Michael Jordan [#23] (maybe AGS is secretly sponsered by Nike)
#926
making a sprite sheet in future will probably help, but if you have to create the sheet now it'll probably be easier to just import them individually, I've done that for over 3000 sprites in my current game (not all at once) but c'mon it's not that hard.
#927
There's plenty of free hosting sites on the net. Though it does depend on how large the game is.

I use

http://www.tripod.lycos.co.uk/

which has 50MB of space

there's also http://geocities.yahoo.com/

there's thousands of them out there, just do a search on google


Then when you find the one you want, come back and edit your first post, as this is the wrong forum for this question, but don't worry, if you edit it, everyone will still like you.
#928
Quote from: Ytterbium on Sun 02/11/2003 22:51:01
By the way, I never played the first two Monkey Island games.

You lucky bastard, I'd give anything to play those 2 games fresh again. I'll just have to wait until I get dimentia and then I hope I remember to play them.

QuoteAs I say, these thoughts were initially prompted by replaying FoA. I tend to think LucasArts' decision to only label pertinent items was deliberate (rather than laziness) and I certainly wouldn't call the puzzles obvious...

Yeah I know what you mean, I was thinking more on the lines of Amateur games that we make. At least FOA had thought behind the interactions rather than have none at all (not even look) until you happen to use the right object on the spot.

But all I'm saying is from a game making perspective, not having interactions is just easier to do, but to have the right one's is crucial.
#929
End of July would be pretty damn cold in Cobar
#930
MoveCharacter might not be blocking but most of the time in script, after it, you use

while (character[EGO].walking) Wait(1);

which in turn makes it blocking anyway

you can get around it in rooms repeatedly execute if you use

if (character[EGO].walking==0) {

continue script here

}
#931
I have finished doing beta testing and have resumed working on new parts of the game.

Larry's quest is now totally completed including unhandled events and The Comedy Hut

*completed Comedy Hut, and added some sample jokes and you can talk to Al & Bill

plus some major things that were missed:

*lots more spelling and grammatical errors - fixed
*could use towel on beach when in drag which caused you to be in wrong view - fixed
*could still use arrow keys when sunbaking - fixed
*could make lei when backstage while in shadows which caused you to be in wrong view - fixed

So if you want the bug free (as far as I know) version, it's available from the same place, Also you can check out the comedy hut.

A very special thanks to Alan Danzis for his top beta testing and grammar checking.

~Tim
#932
Personally I think every click should have some response, naming hotspots for unhandled events is important I think. I think it's pure laziness in game making not to go to the effort. (not necessarily a name on screen on mouse over hotspot)

I think people seem to want adventures that are too easy and logical these days, aren't these games about thought, it's what seperates adventures from other genres.

well that's my opinion

so to answer your question, I like non-interactive hotspots, too many AGS games have too few interactions which makes it quite boring a lot of the time, and makes me think Laziness.
#933
There was a guy at my school called Heebong-kim (not sure of spelling but prenounced 'He Bonk Him')

and I know a guy called 'Bogdan' (prenounced 'Bog Dan')
#934
I saw a thing on tv the other day about an Aussie in Atlanta that opened up a meat pie shop, and it's really popular, they also sell other aussie tucker like Lamingtons. And it was quite a new thing to the public there.
#935
Any food is good when drunk, but kebabs are definately the way to go, but as long as you know the shop, some kebab places are terrible, but I know where the best one in Australia is.

As for meat pies, they again can be good or bad depending where you get them, I like sheapards pie.

As for pot pies being the same thing, I have no idea but probably similar.
A meat pie is pastery with meat inside usually served hot, so is that what a pot pie is?
#936
General Discussion / Re:Horror Films
Sun 02/11/2003 07:42:26
I found the original Nightmare on Elm St, and The Texas Chainsaw Massacre (haven't seen the new one), actually really scarey.

Although I was only about 13 at the time, I'm sure they are still scarey, but I'll never be able to get that feeling back, where you are walking home alone late at night after watching one of these, and every sound you hear, you think 'Shit, am I really awake'

I haven't seen any recent movie that even remotely scares me, maybe a quick fright, but nothing more than that.

I guess they try and model all the movies off the older ones, casue they all seem to be the same and way to predictable.

I guess you are just more easily scared when you are younger.



Cape Fear (both versions) Is another classic (although it's probably more of a thriller)
#937
Yeah, it's interesting, I started off using the interaction editor, until I became more confident with scripting, then started using

eg.

// script for character20: Use inventory on character
if (character[GetPlayerCharacter()].activeinv==14) {
Display("'No, I'm not going to be your date for the prom!'");
}

if (character[GetPlayerCharacter()].activeinv==30) {
Display("'Isn't that precious? he snarls. 'A hunk of wood. Indeed!'");
}

but if I say, did this, would it work, (I don't care too much about an answer cause I will try it myself later when I get the chance)

// script for character20: Use inventory on character
if (character[GetPlayerCharacter()].activeinv==14) {
Display("'No, I'm not going to be your date for the prom!'");
}

else if (character[GetPlayerCharacter()].activeinv==30) {
Display("'Isn't that precious? he snarls. 'A hunk of wood. Indeed!'");
}

else {
unhandled_event (); // characters are in global script so I see no reason why this shouldn't work
}

also I can see why you would use #import unhandled_event(int,int) so you can use it throughout the room scripts with objects/hotspots etc
#938
Cool, Squinky,

Just had a quick go, didn't get far, but I'll have some time in the next week to play after weekend.

Looking forward to playing it some more.

Spoiler
just 1 tiny thing, if you look at the fruit after it falls from the tree while it's on the ground, it still says it's 10 feet out of reach.
[close]
#939
Thanks for the ideas, a-v-o and Thunderstorm,

I only have one Item in my game that is interacted with another item, so it wasn't too much hassel to do the interactions (although there's about 30 other items, but only about 6 of them are in possession when I have the other item)

But yes, I can see how that should work.

it actually happens with characters aswell if you assign an inventory interaction with them, probably objects too, so I figure if you assign 1 inventory interaction it counts for all items. But I usually add specific handled events for these.

Thanks for the replies

~Tim
#940
I've just set up an unhandled event function and I'm not sure if this is a bug, (I can see why it might happen) but when using an inventory item on another,

If the item being clicked on with another item, already has a function, other items clicked on it (that are unhandled) aren't considered unhandled events.

Eg. (a piece of wood is the inventory being interacted with) Use a knife on the piece of wood to cut it, and I add the necessary action to cut it.

Now if I've used an unhandled event function, every time I use anything else on it, I have to add a separate interaction with that item, If I don't there is no message.

It just seems odd that an item I haven't associated an action with isn't considered unhandled.

I guess it's just when you associate one action with an inventory item, every other action with any other item on it, has to now be handled. (i guess it uses the same variable for each object)

Is this the case or is there another way, or has no one thought about it?
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