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Messages - abstauber

#1701
Wow, this is incredible :D

I'm really honoured that my game was chosen out of 33 other great entries.

Thanks to all of you for playing all these titles - I'm sure looking at 34 titles in two weeks gave you hard time. And thanks to all other contestants for making 2009 such a cool MAGS season!



PS
Wooooooooooooo!!! ;D
#1702
Hey thanks!

As for the vacant job: We're glad to welcome Igor Hardy aboard!  :)

yay!
#1703
Hi there,
just in case you love to do low-res animations and haven't noticed we're looking for you...
here's the thread
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35304.msg525897#msg525897

-- edit: position filled :)
#1704
Hey,

we're currently looking for some reinforcements in the art department due to the lack of time of some members.

So we're in the need of a pixel animator. So if you're having fun, pushing pixels around, look no further ;)

Here's a recent screenshot, showcasing the legendary "Drunk" mode:


For example we're looking for staggering and rioting animations, but there's a lot more you can do if you like ;)

If we've cought your attention, just leave a PM. We've also a playable demo to offer and of course lots of material.
#1705
QuoteThe voting period will run two long weeks until January 17th.

*cough* Dualnames, wake up please  8)
#1706
Hi everyone!
I've done some changes to the template. In case any of you is already using it, here's the changelog:

* included proskrito's exit extension, added functions: ExtensionEx, GoTo, Go, WalkOffScreen
* removed the obsolete GUI gMessages
* added doubleclick functionality for exits and open doors (doubleclick skips walking)
* Options GUI featuring the new SetAudioTypeVolume function
* minor tweaks
* added a second room to the template to demonstrate the exit extension

There are still two features missing from Proskrito's template: Map screens and a mechanism to walk/don't walk to hotspots.

Would anyone like to see this or do you think this would just bloat the template?
#1707
General Discussion / Re: Get to know william
Tue 19/01/2010 08:24:04
Chicky, you just made my day ;D
#1708
How about using structs? They are IMHO the best way to store data in AGS.

I haven't tested this:

global script header
Code: ags

// Struct definition
struct char_stats 
{
  String nickname;
  String fav_fruit;
  int age;
}


global script itself
Code: ags

//creating a var out of the struct called mainchar
char_stats mainchar;

// making accessible for other scripts
export mainchar;



later in the global script, you can use the struct like this:
Code: ags

mainchar.nickname = "Alf";
mainchar.age = 28;
mainchar.fav_fruit = "Banana";


If you want to access the struct in a room script, do this:
Code: ags

//first line, outside of the functions
import char_stats mainchar;


// inside a function - this is just bogus
function hotspot_interact {
  mainchar.nickname = "Brian"; 
}
#1709
Do you need a PowerPC mini? Because OSX itself runs in VMWare.

http://wiki.osx86project.org/wiki/index.php/Vmware_how_to
#1710
Hmm...
I think, the game I'm talking(hallucinating?) about was 3rd person. I'm also quite sure that it was disc based... but I'll take a look at it. Thanks!

Just tried the first bits: no, it's not Labyrinth of time..  :'(
#1711
Hehe, I'm glad you've enjoyed both the game and the tutorial.

The template is located here
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38874.0

Though it has been designed to work with AGS 3.2 which is still at beta-stage (or better: Release Candidate).
It's also included in AGS 3.2 RC3.
#1712
Hints & Tips / Re: Aeronuts
Sun 17/01/2010 09:43:41
Okay, I see that this kind of puzzle is giving you all the creeps  8)

Stubborn as I am, I still think that these hints in the dialog are almost a walkthrough itself.

Quote
So I cut the fence open and let Baron Borisov and his men pass.

Quote
And after that incident, I have fixed the fence
PLUS placed the base's dog in front of it.

But of course, I made the puzzle so it has to be clear for me :) As said, I hope to make better dialog based puzzles in the future.
#1713
Hey,
I'm also looking for a non-AGS game. It has to be from the 80s or early 90s and I'm not sure if it even was an adventure game.
Here's what I remember:
- It had quite neat graphics
- it started with a fortune teller machine (or at least I think so)
- it's possible to travel in time (!)
- you start in the victorian times (or was it a save game that brought me there) at a train station
- i think you could somehow use the train, it brought you to the future and turned into a subway
- In the future it turned into a cheesy, unfair platformer, once you leave the subway station
- it was the game where I first heard of the word "token" :D I think you needed a token for the train and/or for the fortune teller.

Does that ring a bell?
I can't get that game out of my head... even after decades ;)

@Crimson Wizard
I'm pretty sure you're talking about "Last Half of Darkness"
http://www.mobygames.com/game/dos/last-half-of-darkness

I liked that one too although I could never finish it.

#1714
Hints & Tips / Re: Aeronuts
Sat 16/01/2010 20:14:17
Huh? Maybe there's a misunderstanding... I've just checked it too:

Spoiler
After talking to Stanley, the correct part of the fence is named "Broken Fence" in the hotspot finder. But you have to talk to him first - but otherwise you wouldn't search for a broken element anyway.
[close]

Or did I get you wrong?

Quote...in an otherwise excellent game.
Yay, Highscore please :D
#1715
Thanks again :)
Since I did the tutorial in german first and then translated it in one step, I've been afraid that the grammar somehow "stayed" german. But I'm relieved that this is not the fact (at least not through the whole document).

@InCreator:
I bet, some "real" artist could cover the section of planing way better than I can. I'll try it anyway :) I knew that I wanted to take it place in a carrier. And usually ships are space optimized - space ships as well, I took those angeled corners from Battlestar Galactica :)
So the structure of the room is dictated by it's position on the vessel and because of that, not all walls can be even - another reason for no 90° angels. The explaination for the different room heights is pretty cheesy. I simply wanted to draw just one room, but it had to perform  two tasks: One being Elfies puzzle and interaction room, the other one being the cell for her dad.
When I had the ceiling on the same level, the cell wasn't uncomfortable at all. It was more like her Dad might say: Come on, let's stay here forever :) So I had to make it smaller. Changing the width wasn't an option since I wanted the bed to stay so I chose the height.
Of course these decision are pretty easy if you're aware of the place of your room. Having a smaller room on the right implies (for me) that it might be near the hull and therefore its small. It also makes the prison a safer place because you can't escape through the right wall.

Maybe one day Kastchey writes a tutorial about composition... he's really good at creating convincing locations.
#1716
Hints & Tips / Re: Aeronuts
Sat 16/01/2010 09:04:37
You have noticed, that this problem has long been fixed, right? :)

But yes, I'll try to stay away from it in the future.
#1717
@Grim Reaper
you have to wait until the messenger in the uniform give you a message. Then you can hurry to the nav. computer (which I haven't made in time yet just sucessfully did)

@Harg
come on... ;)
#1718
yep, it's the 8th color in the second row.
#1719
Technique & Storytelling: McCarthy
Game length & Puzzles: Trilby

Final verdict: thanks for finally making a better scary game, it was about time ;)
#1720
Sorry for bringing this up again, but your style would be sooo suitable for vectors. You would get rid of the grainy outline once and for all ;)

If you send me a detailed scan (at least 150 dpi) I'll vectorize one for you, so you can see for yourself.
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