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Messages - Ultra Magnus

#41
A LazyTown adventure game would be good. Somebody should totally make that.
#42
Biggles, fetch... the cushions!
#43
I know this is a hugely mega long shot, but is there anyone out there that collects demos and/or happens to have a copy of the first version of my LazyTown demo? The version without music. Thanks.
#44
Most of what can be said has been already, but I feel this is one point worth... pointing out before the thread gets locked.

Quote from: Studio3 on Sun 12/12/2010 19:42:12
Now if I top this game to start a new then I will here every ones mouth about how he didn't finish a game but he started a new one.
No. Really not. Most people on this forum have a half dozen different games in production at any one time. It's massively preferable to throwing them out into the ether unfinished.
#45
I know it's been yonks since the last update, but I had actually started working on this game again recently in hopes for an early March release (3yrs after the demo).

Then my computer died.

So that's it, I'm afraid. Both my C drive and my backup drive got corrupted, and with them all my game related files. Plus, the only computer I have right now is a borrowed Macbook, so no AGS for me for a while.

I will make this game eventually, but I'm afraid it won't be any time soon. I apologise to anyone who is still waiting, especially to those of you who have kids that maybe were around the right age to enjoy this kind of thing three years ago but will be too old by the time it actually gets released.

Stiff upper lip, chaps.
#47
No idea if any of these are actually the ones you're after, but I have the following...

AGS Jukebox
Simpsons Demo (Template)
Simpsons Game (Where's Maggie?)
Tropic of Capricorn

Let me know when you've got them.

Edit: De-linked.
#48
I'm afraid you'll have to ask Cuiki about that. I'm just the code monkey on this one.
#49
Yeah, it was originally just an OROW game, after all.
Glad you enjoyed it, though. :)
#50
Spoiler
He should say that if you're trying it on the wrong one. Try just left-clicking without any inventory selected; one of them should give a different response.
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#51
Quote from: CosmoQueen on Sun 19/09/2010 22:58:11
I did see that post. And I understand the spiral's relation to the well. I don't know what I'm missing here :(

Sorry. I'm trying to help without telling you the answer outright, but I'm not very good at it.

Spoiler
So the spiral represents the well's base, and the gems represent the black and white stones on the well. The chiselled-out square is between the two gems, but on a different layer closer to the centre of the spiral.
Spoiler
The centre of the spiral represents the bottom of the well, so the square represents an area between the black and white stones, but lower down.
Spoiler
Try interacting with the bricks in that area. There's only two of them.
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#52
Quote from: CosmoQueen on Sun 19/09/2010 22:25:27
Okay I understand that
Spoiler
The spiral and the well are connected but I have no clue what to do with that.
[close]

Sorry for all the questions. I love these games but I can be real slow at figuring them out at times.

Spoiler
The spiral is really just a clue about the well. Look at what the gem stones represent. What does that mean about the chiselled-out square?
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If you need a stronger hint, check this post Cuiki made earlier.
#53
Quote from: CosmoQueen on Sun 19/09/2010 22:04:24
Oh so I don't need to tie the rope to find north? I'm sorry I'm still confused LOL :)

Not to the well, no.
Spoiler
Use the rope with the second stone.
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#54
Quote from: CosmoQueen on Sun 19/09/2010 22:00:24
Okay I:
Spoiler
Measured the well but I tried to wrap the rope around it, it just said that I already measured it.
[close]

Sorry, I phrased that badly.
If you've already got the measurement you can just move on to the next bit.
#55
Quote from: CosmoQueen on Sun 19/09/2010 21:07:30
I'm stuck too. I've already:

Spoiler
Uncovered the other stone. But I don't know what to do with the well or how I'm supposed to find north.
[close]

I'm terrible at giving hints without making them either too obscure or too blatant, so bear with me here.
Spoiler
You need to measure the well, but first you need to find something you can do that with.
Spoiler
You need to find the rope and wrap it around the well's base to get the measurement.
Spoiler
The rope is tied to... pretty much the only thing it can be tied to.
Spoiler
Then use the rope with the second stone.
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The game should let you know if you do it wrong.
#56
Sorry, I didn't mean to put you off the idea. Feel free to go ahead with it. The truth is that it's really only one aspect, and there will no doubt be countless other differences in our games to ensure that they don't really end up too similar.

Besides, dozens of people have made what are on the surface very similar games to each other without any kind of conflict, it's just that we've stumbled upon a small twist to the IF mechanic that's just rare enough to stand out. And as has been said a few times already, there have been first-person text adventures before and there will in all likelihood be more to come, it's just bad timing for us to think of it at the same time.
#57
Quote from: Alun on Wed 25/08/2010 18:51:07
use of the first person could make a game stand out.  Whether it stands out in a good way or a bad way... well, depends on the game, and whether that really fits for the particular game in question.

If I understand you correctly, though, you're wanting to use the first person to explicitly separate the character from the controller.  That's something I'm pretty sure I haven't seen done before (doesn't mean it hasn't been done, just that I haven't seen it).  Could be a good twist, if it's done well.

Do you have any clue how frustrating it is to come up with what you think is a cool, fresh idea and to spend ages working on it only to have someone else think of the same thing and beat you to announcing it? It's happened a few times to me with other people's wip threads, usually with at least one reply that says "that's a cool idea, I've never seen that done before". At best it means the "fresh" idea is a little less fresh, and at worst it looks like I stole the idea from them.

AG, I don't mean to discourage you from using the idea. I certainly think it's a good idea with a lot of potential...
But I'm currently working on a first-person text adventure, in case you haven't twigged that, and it's just a bit annoying is all.
#58
Hooray!
Thanks, Cuiki. It's been fun.

To everyone else:
Sorry it took so long to finish, but the two of us couldn't quite get synced, so a lot of time was wasted waiting for me to answer Cuiki's PMs and emails.
#59
Excellent stuff. Thanks a lot.
#60
Hey, thanks for the help, but it didn't work. It's still not processing the click even if I'm really careful not to move the mouse. And as I said, it only seems to happen when the cursor's right in (or close to) the centre of the hotspot.

But typing that did just make me realise something. When the mouse is clicked in the centre of a hotspot that makes the character walk and stand right in front of it, whereas clicking slightly to either side makes him stand next to it. So this probably means that by the time ProcessClick is called, the mouse isn't over the hotspot anymore because it's over the character instead (because he's standing between them).
By this theory, the reason why your suggested fix didn't work is because it's not just the mouse's coordinates that are the problem, but their relation to the character. It's still clicking the same spot, but the character's still in the way.

So, now (I think) I know what the problem is, is there an easy way to work around it, or do I just need to go through the game manually setting the walk-to point for every hotspot?
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