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Messages - Vukul

#81
We have fire! (even in the background, incidentally  ;) )



Very nice hideout, because nobody will think there's something nasty behind that sooo cute house in the foreground  :)
#82
Completed Game Announcements / Re: Awakener
Thu 01/10/2009 12:46:45
Have just downloaded and finished the game. I can swear, that I absolutely love this new graphic style, Ben> (I mean, Heed> and Awakener).

And as for the story - then again, it's a cute little piece of concentrated humor and non-standard thinking. Not so thought-provoking as Heed (though it wasn't the aim, certainly) - but a different gaming experience.

And I must repeat after JBurger, that animations really made me laughing out loudly (especially ones with the halberd, heavenly soda can and, of course, the dagger from the plant pot).

Another great work of short-game art. Last time, I drew parallels between Heed and Myst, now, I suppose, it would be something like Awakener and Gobliins!  ;)
#83
That's it! Thak you, Steve! :-)
I thought it was of some relevance, but didn't correlate it...

That's just great!
#84
Let me once again thank you, Steve, for this awesome module. I'm currently working with it and can't find out such thing:
How can one regulate player facing when he travels between rooms?

I mean, when you leave room, you retain the facing, though it can cause some glitches:
like you clicked the door, which was only partly visible, and move to another room not looking in the way like you've just come there through the door, but glaring into the blank wall, which is highly unrealistic.
So, is there any variable that contains or regulates the "player facing"?
#85
What's your problem exactly?
As far as I understand, there're some problems displaying Russian translation, which already exists?
Or now it just wishful?

The way proposed by Vince Twelve is a basic workabout on this issue, but it will create LOADS (sorry my caps) of problems for the actual translator.
Because there are some fonts which can be used correctly and smoothly witihn AGS.
I'm sure on it, because now I'm working with Le Woltaire translating his A Second Face, and we found fine working solution.
So, if the problem in fonts - I can easily share them with you.
(btw, do you need Russian translator? :-) )

P.S.: Apart from Sledge, there're some other Russian guys ;-)
#86
And remember, that swimming people, while they're not moving in the water, do not "stand" motionless either.
That means, the character should be constantly in motion, thus you should also create an additional Idle view for the character,
then using the SetIdleView function in the script assign this view and set Delay to 0.
That will make him stay afloat immediately after he stops moving.
#87
Very professionally done! Reminds me very much of Mackenna's Gold ;-)
Therefore lacks Old Turkey Buzzard as a background song.
Still, great work! :-)
#88
Just completed it.
Nicely woven story... with some unexpected twist in the end :-)

I really liked witty remarks and conversations between narrator and player character.
The Strange Cloaked Man was also an awesome person (he lacked still some cliched "Welcome, stranger!" feature ;-) ).
And, very nice reference to 5DAS.

But it also got sometimes annoying, because there were too few interactions.
You know, I - as a player - expect some wtticism clicking different objects with different actions...
and get nothing. Not a word.
So I must think that a lot of jokes were not realised.

Waiting for update or sequel! :-)
(which prominent person will go for the World Domination next?)
#89
Well, for example, you could just not make any Walkable area there.

Or: If you want the character to move in the room afterwards, just put code like this:
Code: ags

function room_AfterFadeIn()
{
RemoveWalkableArea (1);
}

Maybe, add some if condition to check whether player is able to move the character.
#90
Completed Game Announcements / Re: Heed
Wed 15/07/2009 14:30:59
Very nice work. Indeed, that's why sometimes we call games an "Art".
Purposeful, sourceful and essenceful... and leaves much to think over...

During the game a couldn't but think, that if the Myst were hand-drawn - it would have been something like this!
#91
Hm, I tried to implement your code... And it works without any glitches and whatsoever.

Some points to ponder on:
- does that parser error really occur while the engine is checking the dialogue syntax?
- do both dialogue options exist in the dialogue itself (i.e. they have their text etc.)?
- try to create some other dialogue option and copy/paste the code there,
and for the @1 put some usual dialogue messages... And see if the error still exists.
#92
Hello to everybody.
Since I'm that notorious "Russian user", I'd like to add something to this topic. The problem is somewhat deeper to my thinking, as AGS doesn't understand non-English symbols until they are imported there with the proper .TTF, but all the other OS interactions should be okay. In fact, that problem with saving the game was noticed only on one occasion so far, and all the other games made with AGS 3+ work properly (my small experimental games also work good - and they're in Russian, while the AGS still in English).

Therefore, I consider it a good idea to let the player set the Saved Games folder on his own (and using the winsetup panel)... but I think the best way is just to put saves in some sub-folder within the game main directory.
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