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Messages - Wretched

#261
Hints & Tips / Re: Zugzwang
Thu 10/11/2005 09:47:40
ggp,
Spoiler
Take a look down the well.
[close]
#262
Hints & Tips / Re: Zugzwang
Wed 09/11/2005 14:19:40
Jane,
Spoiler
I can't remember the scores what items do you have?
[close]
#263
Hints & Tips / Re: Zugzwang
Wed 09/11/2005 09:59:43
ggp,
Spoiler
Try a bit harder at the tunnel (you mean the right hand side tower on the mountain/castle screen), you can go through it onto the upper level. Try clicking on the tower so the pawn walks inside the tunnel, not actually on the tunnel opening.
[close]
#264
What a bunch of whingers, took me 13 hrs to download and I'm not complaining. Couple of bugs though.
Spoiler
It says there is a reward at the end but crashes saying can't find room.
[close]
also
Spoiler
After I use music box and get keys, when I try and walk back to the Hotel I end up in the restaurant and have to go through the entire blindness cutscene a second time, then after painkiller/confension thing, I can't get into the hotel until I get the keys, which I have, then when I go towards the lake, I teleport into the Hotel and was able to finish the game.
[close]

Oh yes very, very linear game but I think this is ok here as it's one hell of a story.
#265
Hints & Tips / Re: Zugzwang
Tue 08/11/2005 15:37:42
Jane,
Spoiler
As black pawn go into the cave. Then use white pawn to lower rope into well, now Black pawn us objects on rope to give to white pawn.
[close]

ggp,
Spoiler
You need to try to open every door in the black castle, then talk to the Black Rook.
[close]
#266
Hints & Tips / Re: The Winter Rose
Mon 07/11/2005 23:43:26
Artphreak,
Blood
Spoiler
use tinderbox near pikeman.
[close]
#267
 Finished, and got the blood this time round, it's a beautiful little game, best played with the heating off. But I wish you had gone the extra mile and put a final cut scene in, that would have made it into a gem.
#268
From your posts I was under the impression this is what you wanted to happen, just remove the automatically give part:

Remove this bit.

Ã,  Ã,  // Automatically give document if player already has it
Ã,  Ã,  Ã, if (player.InventoryQuantity[iDoc.ID]>0)
Ã,  Ã,  {
Ã,  Ã,  Ã,  "Here's the Doc."
Ã,  Ã,  Ã,  Ã, player.LoseInventory(iDoc);
Ã,  Ã,  Ã,  Ã, give_item_document=1;
Ã,  Ã,  Ã,  Ã, "Okay here's the key"
Ã,  Ã,  Ã,  Ã, player.AddInventory(iKey);
Ã,  Ã,  }
#269
use repeatdly execute, When you knock on the door start a timer going, e.g.
int timer=0; //at start of room script


somewhere,

//event knock on door
timer=1;

and in

repeatedlyexecute()
{
Ã,  if (timer>0)
{
Ã,  Ã,  timer++;

Ã,  Ã,  if (timer==whenever) do something;

Ã,  Ã, ...
Ã,  Ã, 
Ã,  Ã, if (timer==end of timelimit) timer=0;
}


}


Might need a bit of tidying up if player leaves screen during timer, maybe put timer=0 in player enters screen, whatever.
I'm sure someone will point out a module to do this but I like the hands on approach.
#270
The third one wont run because game.inv_activated can only have one value, the third one should run the second time you give something.
However imo the whole thing is just wrong. I'd write it more explicitly, this is just psudo code, to show the logic.

if (player.ActiveInventory==iFlowers)
{
Ã,  player.LoseInventory(iFlowers);
Ã,  give_item_flowers=1;
Ã,  "Here's the flowers, can I have key?"
Ã,  if (give_item_document==0)
Ã,  {
Ã,  Ã,  Ã, "No I need doc."
Ã,  Ã,  Ã, // Automatically give document if player already has it
Ã,  Ã,  Ã, if (player.InventoryQuantity[iDoc.ID]>0)
Ã,  Ã,  {
Ã,  Ã,  Ã,  "Here's the Doc."
Ã,  Ã,  Ã,  Ã, player.LoseInventory(iDoc);
       give_item_document=1;
Ã,  Ã,  Ã,  Ã, "Okay here's the key"
Ã,  Ã,  Ã,  Ã, player.AddInventory(iKey);
Ã,  Ã,  }
Ã,  }
Ã,  else
Ã,  {
Ã,  Ã,  Ã, "Okay here's the key"
Ã,  Ã,  Ã, player.AddInventory(iKey);
Ã,  }
}


then same again for giving the document, (swap all flowers to docs and vice versa).
#271
Critics' Lounge / Re: Alice the Ork
Sat 05/11/2005 10:13:02
Nice, a cyborc, wish I'd thought of that.
#272
Hints & Tips / Re: Zugzwang
Sat 05/11/2005 08:49:43
Schnubbel,
Spoiler
When you are in the chess games, look at an empty square, this will tell you how to type the passwords.
[close]
#273
As a general rule, and to avoid confusion, it's good practice to name structs with a 's' at the start, so you would have

struct sKlikPlek {
   int nr;
   int x;
   int y;
   int view_nr;
   int x_width;
   int y_width;
  };


sKlikPlek KlikPlek[30];

Also you need to watch your capitalization, you example would not work because of this.

I also use an 'e' for enums, and a 'g' for global variables, etc.
#274
Completed Game Announcements / Re: Solitude
Sat 05/11/2005 01:26:13
I think the forum rules stipulate some screen shots and a plot? Also while I'm on the subject. Can we have a template placed in the Forum Rules so n0obies can know what, and how, to post here?
#275
Competitions & Activities / Re: November MAGS
Sat 05/11/2005 01:12:49
Pablo,
Firstly I have already decided not to enter this month anyway, as I could confirm by showing you some PM's I have sent this month. I'm sorry you feel this way, my participation in the MAGS was in all honesty to try and do the complete opposite of what you are implying. To me MAGS is the elite of all the competitions, a complete adventure game!. This is what AGS is all about, I was fed up of so much good work going into the other competitions, by 'Have not worked on any complete games' people. I felt not enough respect was being given to MAGS by the AGS community, and wanted to up it's position by trying to generate some decent games and spark some enthusiasm. Why is it the OROW generates so many entries? most of them superior to a lot of MAGS entries that should be 4 times better, and where there is not even a prize so to speak. To be honest I was going to hand the choice of rules for November over to who ever came second last month as I was tired of making them up and was feeling a bit domineering, but alas no one made second place. Also I delibrately avoided posting an 'I'm in', as this is the ultimate kiss of death to a project, and that was I sensitive to people like you who may not have entered even though I felt this a little presumptive at the time. Lastly I'm glad you had the courage to express your view, and that you use your courage to complete an entry, which I am looking forward to playing.
#276
 Platypus (shoot-em-up) had all it's graphics done with plastacine models and looked really unique.

On the can't draw side, I don't give a toss about graphics, (see my games), I can't really draw but I am getting better with practice. For me AGS is Adventure Game Studio, not 'look how good I am at drawing' Studio. If it's an Adventure I'll play it, in a way the graphics can detract from the game, removing the players imagination, and ultimatly greatly slowing down the development time. Everyone nowadays is TV brain dead, and judge everything on appearance basically because we all know what real life looks like and can easily say good or bad visually. If your game is strong enough to get the player 'into' it, immerse into the story and just be there, the graphics serve very little purpose. The brain fills in all the gaps.
Personally I despair at the critics lounge and games production threads and their obsessiveness with graphics/walk cycles/perspective/lighting. I could go on but don't wish to 'rock the boat'.
Graphics should be functional and stlylistic, setting an atmosphere,  they are the packaging not the content.
#277
Completed Game Announcements / Re: Zugzwang
Wed 02/11/2005 00:35:11
The translation is 'compulsion to move', and describes positions where you don't want to make any of the avaliable move but are forced to. To say loosing is probably a bit harsh. At least at my level ;)
#278
A wee thing, the look at message for the mat ('mate' ???) in the sports shop is a bit bizzar.
On the cosmetic side, I think you could have put a bit more effort into the end sequence :P, It's the best way to show your thanks to player for playing.
#279
There are quite a few crashes if you look or interact with the characters, explicitly, look at hobo, interact with Sports shop guy (ok I didn't mean to do that, my mouse slipped ;) ), suggest you check all character interactions. Apart from that it's a good first adventure, I look forward to the next one and hopefully a more inspiring plot, but that's just me, I want dragons and aliens.
#280
Hints & Tips / Re: Zugzwang
Mon 31/10/2005 18:47:10
Checkmate #3 is possible.
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