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Messages - bustee

#21
So, I played it and I have to say that it is not very well written :(

There are almost no interactive choices you can make and the suspects just tell you their stories, sometimes even triggered by strange events. I think Murder Mystery is very intense on writing and you have to give a reason why some people cannot have been the murderers. In the end you just know more about 2 of the suspects, but that does not mean that you have any evidence against them. You should at least give reason as to why the others could not have been the murderers.

To give you an example of what I mean: Assume the wife and brother were not the murderers, then they could still lie, because they have an affair and spent the time together in, say, the shed. Then you have to discover that to exclude them from the list of suspects. This would be a reasonable way of striking suspects off the list. However, this is something that shouldn't be unveiled by itself. Rather by long talks that ask something of the detective.

Sorry, but I think that Murder Mysteries are rather hard to write, because you have to provide a vast amount of possible conversations and you also have to make a sensible story.
I don't find it very sensible, for example, that he was able to climb out of the window, but she didn't have enough time to do so; yet she has enough time to be found in a state of shock near her husband (where she would have had to movebefore, etc.) If you want to hint that, then the Butler should have said something the like. I'm sorry, but I think that the murder and the stories of the others have to written  very precisely and then it is still a hell of a job to get the dialogues. But otherwise Murder Mystery doesn't make much sense. In your case, all basically comes down to trial and error to find the proper suspects.
#22
YAY!!! It works.. I'm stupid and

Thank you, thank you, thank you :D :D
#23
Thanks for the quick replies.

@Andail:
"Why have the mouse.Visible on three occasions? You only need to set it once."
I actually didn't have it at all at the beginning, but instead in the start window:


// room script file

function room_Load()
{
//player.LockViewFrame(100, 1, 0);
gMaingui.Visible = false;
gAction.Visible = false;
}

function room_FirstLoad() {

}

function hHotspot2_AnyClick()
{
Game.StopAudio(eAudioTypeMusic);
mouse.Visible = false;
player.ChangeRoom(1);
//player.UnlockView();
gMaingui.Visible = true;
gAction.Visible = true;
mouse.Visible = true;
}

I then added these mouse.visible functions, because I didn't know why the cursor disappeared and thought it cannot harm (I do not fully understand how this script language works, it's the first time I'm using it)

"I'm not even sure why you have a "first time enters" at all; should the treadmill not move the second time you enter the room?"
Well, I planned it as a one room adventure :) But I'm curious, what would be the proper function to use? room_Load()? Does it read this in every case?

"Also, you don't have to declare a variable like that, it's enough with just
int door_state = 1;"
How does the program know which door is meant? (I only have one in this room, but I just wonder).

@Khris:
The cursors are all assigned to the proper view and I didn't use mouse.ChangeModeGraphic() at all.

--------------------------------------------------------------------------------------------------------

So, I just built an .exe and discovered that the cursor is visible for the fraction of a second and then disappears. Also, it is not simply invisible, but doesn't trigger anything. I also cannot use the F keys to get into the menue and quit. It looks as if the whole game freezes.
So, I tried out the "When player interface is disabled, GUIs should....Be hidden". and it was displayed for a fraction  of a second and then disappeared. So, apparently my interface is disabled after the room is loaded. I just do not understand why :(
#24
Hi,

I'm just beginning to use AGS and wanted to make a starting screen and a one room adventure. In the start up screen I used the command

mouse.Visible = false;

when the screen fades to the normal game screen. I then set the variable to

mouse.Visible = true;

At first it worked, but then, all of a sudden, the cursor didn't appear anymore. It happened after I set an object to invisible; after setting it back to visible, the cursor still was not there. I also reloaded without using the start up screen, but the curcor was still gone. Is there some reason for that (maybe some option I accidently checked?). It cannot be in the scripting, as that is still very basic. (Here it is, to make sure. As you can see I spammed the functions with visible mouse cursors... If anyone would be able to help I would be very happy :D )

Code: AGS
// room script file

function room_FirstLoad()
{                                                                 // Lock door on startup when entering the room
  set_door_state(20, 2);
  mouse.Visible = true;
  oHamsOMatic.SetView(22);                                        //set the view of the treadmill
  oHamsOMatic.Animate(1, 5, 1);                                   //animate the treadmill
}

function room_AfterFadeIn()
{
  mouse.Visible = true;
 
 }

function room_Load()
{
  mouse.Visible = true;

}
 
function hDoor_Look()
{if (get_door_state(20)==2) {
    player.FaceDirection(eDir_Down);                          //player looks at Player :)
    player.Say("I welded this door shut.");
    player.Walk(270, 133,  eBlock);                           //player walks to window
    player.FaceDirection(eDir_Right);                         //player faces window
    player.Say("The weather report announced a storm for today.");
    set_door_state(20, 3);                                    //remember that the player already looked at the door
  }
 else if (get_door_state(20)==3) {
  player.Say("Tightly locked. All is well prepared for the coming storm");
 }
}


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