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Messages - abstauber

#1841
Argh! Can't connect - am I too late?
#1842
Hey, thanks for not locking this ;) I actually had in mind to post an update today.

So, my fault. Next time I upload some content first and make promotion afterwards. Still thanks for the comments guys :)

#1843
Steam Squares
Spoiler
I've to admit, I'm way to stupid for this kind of games. I wouldn't even know how to code it. So respect for the code - but no joy for me
[close]

Ted McBinky and his Steam Engine
Spoiler
I don't exactly know, why I liked it. Somehow the key chase was fun. But as it has been mentioned before, it's more like a parody, than a game.
[close]

The Chronomancers
Spoiler
Hmm.. I liked the graphics style, but not the palette. The puzzles have been fun sometimes, but not always on the logic side - there's been a lot trial and error for me. So overall it's okay, but nothing I'd replay in the near future.
[close]

One of a kind
Spoiler
After watching the intro (and skipping it the first time after waiting for god to appear) the game almost lost me. But after that, I enjoyed the challenging puzzles and started to like the scenery. After reaching and passing the brain, I thought: this is the winner. But then came the key puzzles and ruined that impression ;) But overall I really had fun.
[close]


The Energizer
Spoiler
Wow, despite the graphics, this game is great. The story has been interesting enough to keep me playing. The puzzles were nice and the interrogation mode... I already liked that in Phoenix Wright. Cool to see that in AGS. The only downside is: it's not very steampunky.
[close]

Ex Machina
Spoiler
Well... the pixel hunt for the rotten fruits has been annoying. Beside that, the game has nice visuals, great sound effects and a fine story. But I'm afraid, it's "just" another adventure. Of course on a high level. But still I'm missing something that makes it unique.
[close]

Steam Trek
Spoiler
First I've been scared away by those render graphics, as those reminds me at the bad days of adventure games in the mid 90s. But the humor is so good that I've enjoyed every minute I've played it.
[close]


Trial of the Schnellersparrow
Spoiler
This could have been an awesome game. But it isn't :P It should have been high-res, featuring a hotspot finder and more interaction. The puzzles are logic in a way, but with almost no hints, they have been trial and error for the most time. On the other hand, this game is an exact definition of steampunk. The story is awsome, the characters as well. I like the cast-away atmosphere, to be at the mercy of some technology, which isn't fully under control. Again, it's a shame that the game is so frustrating.
[close]


Samarkand
Spoiler
Finally a fresh setting and I do like oriental stories. But as mentioned before, this game is more like a showcase. Babar, please make a full game out of it!
[close]


Voting time:
Spoiler
Trial of the Schnellersparrow. The game sucks, but it's pure steampunk. And steampunk has been the mission for this mags.
[close]
#1844
yay - I'm through. 9/9 ;D

I'm really amazed what you guys can do in less than a month - terrific work everyone!
#1845
Yup, I've finished that too.  By the way Discordance - has your game multiple endings?
#1846
The Rumpus Room / Re: Happy Birthday Thread!
Thu 29/10/2009 15:48:05
Happy BDay Ponch and Dervish.
#1847
Spoiler
If you can't remove the tip of the telescope with the pliers, it seems to be a bug. Btw. yup, it's a dead end. You can cut the blimp way too early
[close]

edit:
Just finished Steamtrek. Really funny! I actually at to laugh out loud :)
#1848
@Leon: tell me how the spoiler tags work and I'll tell you     I have it, thanks David!

Spoiler

Before you cut the blimp free, you  have to get that telescope part and turn it into a flare. For that you also need the magnesium beside the telescope.
[close]
#1849
Argh, Pinback! I've finished your "game" too.

Why haven't you just spend more time in the feedback, the player gets when he does something stupid. The way it is now, it's soo linear (and sometimes not very logic). And that's a shame! The story, the graphics, the atmosphere... all that could have been... Well, this is not the right spot for a review. But if you should really plan a re-release after this mags is over ;)

Anyway, the immersion is excellent. It has been a long time, since I've experienced such a great atmosphere.
#1850
This is really hard work :) Finished 4 out of 9.
#1851
General Discussion / Re: Speedfails!
Wed 28/10/2009 15:14:11
QuoteOr played LL1 and walked across the road?
I had that in mind too :)

Getting shot by the sarien in SQ1 is also pretty easy...
#1852
Finally! I've finished your game, but I wouldn't have done it without the spoilers.

Nice work. The puzzles around the brain have been really entertaining -  to be honest, in the same way as the "optaining the key" puzzles have been annoying ;)


Again.... gotta love the brain  8)
#1853
I shall start an PR campaign instantly.

Boys and Girls - believe me, you WANT this feature ;D
#1854
Mine has bee Demoquest as well. Back in 1999, AGS was the only engine which could compile it's own demogame out of the box  :o
#1855
General Discussion / Re: Speedfails!
Wed 28/10/2009 11:15:30
How about this ?

http://www.sonores.de/speedfail/speedfail_lsl1.swf
It's around 730kb, so you modem and smallband users can have a glimpse too.

;D


and no, I don't have a youtube account.
#1856
General Discussion / Re: Speedfails!
Wed 28/10/2009 08:52:27
I shall participate - I've already found a nice game to speed fail :)
#1857
Quotebtw what are those (d667,666) things in your dialogs?

These infos are used by the custom dialog module in order to show icons in addition to the text.

667 is the normal sprite slot, 666 is the highlighted  and "d" means that it's a dialog topic, not an inventory topic.
#1858
Hey,

I hope it's okay to open a new thread for this idea, but maybe this is worth discussing :)

I've recently played Broken Sword and in this game you can ask everyone about every inventory item (some goes for Phoenix Wright on DS btw). This makes dialog puzzles a lot harder and in my oppinion more interesting.

Doing the same thing in AGS is a little awkward, so how about this:



Having inventory items linked to the dialog editor would make it possible to easily broaden dialogs. As of today, it's way too much work to add a topic for each inv items + checking if it's still being carried.

What do you think? Is there a slight chance to see it in a near future :) ?
#1859
Here are two minor improvements I'd like to see one day:

- anyclick event for inventory items
- placing event functions like cEgo_anyclick outside the globalscript without the need to create stubs
- variable    inspection inside the editor ;D
#1860
Thanks for you PM. Now I finally understand, what you've needed. :)

Here's the new beta:
CustomDialogGui_beta4.zip

I've renamed the var mouse_anchor to anchor_point, since it doesn't have much to do with the mouse anyway.

Here's a sample GUI which you can paste in the demo, after you've updated it with the beta:

Code: ags

    dialog_id = 0; 
    showGuiType.Text = "GUI: Text GUI bottom to top";
    CDG.setAutosizeCorners(49, 107, 43, 44);
    CDG.setAutosizeBorders(47, 108, 42, 109);
    CDG.seperator_visible       = false;
    CDG.autosize_maxheight      = 180; 
    CDG.bg_color                = 50744; 
    CDG.text_color            = 0;
    CDG.text_color_active     = 1;     
    CDG.gui_xpos                = 0;
    CDG.gui_ypos                = 200;
    CDG.border_left             = 17;
    CDG.border_right            = 16;
    CDG.border_top              = 5;
    CDG.border_bottom           = 5;   
    CDG.auto_arrow_align        = 3;
    CDG.auto_arrow_up_offset_x   = 5;
    CDG.auto_arrow_down_offset_x = 5;
    CDG.auto_arrow_up_offset_y   = 4;    
    CDG.auto_arrow_down_offset_y = 16;
    CDG.yscreenborder            = 0;
    CDG.xscreenborder            = 0;
    CDG.anchor_point             = eAnchorBottomLeft;
    CDG.dialog_options_upwards   = true;
    CDG.gui_pos_at_cursor        = false;
    CDG.autosize_height          = true;     



Edit: The beta is now final. These are the new options:

CDG.anchor_point
CDG.dialog_options_upwards
CDG.auto_arrow_up_offset_x
CDG.auto_arrow_down_offset_x
CDG.auto_arrow_up_offset_y
CDG.auto_arrow_down_offset_y
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