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Messages - cornjob

#21
Thanks for the mention on the main page:

QuoteI can't wait to start playing Run Hot next year.

I've been trying to drum up more publicity, and this will help to keep the hype going! Thanks, CJ!!
#22
To everybody who's saying this might be a prank....  No body would make a joke like this. First of all, it's not even funny. Second, I don't think April Fools Day is even a holiday in England, because it was invented in America in the 70's. Mark my words... you'll be sorry for claiming this is just a joke.
#23
Hey, I really enjoyed your game, especially the art and game engine. Very slick. In particular, the ship was awesome-looking. Also, that little cut-out corner of the overlapping wall when you stand in Cosmo's secure room. Do you know what I mean? Anyway, that was cool.

Not sure if anybody reported this already, but I had a bug where the description of something (from looking at it) stayed on the screen throughout the entire end cutscene. I'm assuming you're using a GUI for that, so I guess it didn't get turned off before launching into the cutscene. Anyway, great work.
#24
Really? It looks to me more like they were painted. Perhaps some are based off of photographs... others, really don't look like it.

Anyway, nice topic. Another thing is, you can start creating atmosphere before the game even starts, with a good manual and website. Especially if they create a sense of anticipation or mystery.
#25
Critics' Lounge / Re:New Artwork
Fri 23/01/2004 09:47:38
Yeah, I like Igor's edit, making the left arm much bigger, as it should be with foreshortening. With that, the figure looks great. Now let's talk about the background. I'd like to see brighter highlights and sharper shadows on the foreground (dock). Especially the character's cast shadow on the ground. And keeping the light source consistent with the figure, I'd make the top of the boat very bright with its side very much in shadow. And maybe put a nice glare on boat's right windshield i.e. reflecting the sun. And the boat's passenger seat seems too high to be in perspective. Nice clouds, by the way.
OK, very nice overall.
#26
Quote from: Esseb on Mon 05/01/2004 14:07:49
Run Hot.

Patience. Just a few more years.... Seriously though, you must be my biggest fan.
#27
Cool. The only problem is, it'll take me forever to get to the end since I suck so bad at this game without using the cheat.
Anyway, congratulations on the release! Looking forward to playing it and doing more stuff for UJ in the future.
#28
Hmm, I'm still using PSP6, so I'm curious... can somebody explain what went wrong between 7 and 8?
#29
I've done that before... in repeatedly_execute, add something like:
Code: ags

if (the journal gui is on)

  if (mouse.x>right edge of gui || mouse.y>lower edge of gui || mouse.x<top edge of gui ... well, you get the idea)

  then, turn off journal gui.


Hm, this might only work with non-blocking guis...

Anyway, Dave, great game. I've really been enjoying it so far though I haven't gotten to the end because, as you know, I'm terrible at solving puzzles. But the writing is great; I love it.
#30
Do you remember Magic Carpet had a stereogram mode? I couldn't see a damn thing. It also had a red/blue 3D glasses mode. I couldn't see that either because I didn't have 3D glasses. But it was a good idea.
#31
Hey, remember when you were the lead programmer on Fallout? That was a good game.
#32
I was thinking the same thing that many have said. The traditional adventure game's puzzles are a seriously outmoded form of gameplay. Is "outmoded" a real word? Anyway, I mean obsolete. Maybe it's just my tastes. Certainly there are still people who enjoy a conventional adventure game. Sadly, I can't get through most adventure games anymore, though I loved them as a kid.

But what I DO enjoy about the adventure genre is that it lets me explore interesting environments, ideas and characters in great depth. Much greater depth than is available in most other types of games. It might be interesting to apply those characteristics to a game with a different kind of gameplay.
#33
Cool. Nice to see a better forum, after all these ... years. And also that RON is still going strong. I haven't been active, but I still look in from time to time, like a ghost ... with a fedora, or Bioninc Bill, I guess.
#34
Hey, guys! I've only had a chance to look at the first part of this game, but it looks really cool. I think it's great that people have made sequels to my game. And Mika in new, more sluttier clothes ... how did she get to be like this? :) Honestly guys, just because she's just about the only girl in town....
Anyway, the game looks great. I'm really enjoying it.
#35
Well, there's nothing wrong with your script per se... however there could be several problems.

Where did you put this script? Make sure it's in a place where it will get called after the global ints are set to meet the condition, but before the dialogue is started.

Also (of course) make sure your numbers are right and your global ints are really getting set correctly.

Sorry if this sounds obvious, but that's all I could think of.
#36
In TK's example, you would use global integer #200 to store the score data. However, this can also be done by accessing the normal game.score variable like this:

if (game.score < 100) {
NewRoom(201);
} else if (game.score < 130) {
NewRoom(202);
} else {
NewRoom(200);
}

You can find a lot of interesting variables in the "text script global variables" section of the manual.
#37
Quote from: custard on Tue 02/09/2003 21:19:16

and Blurred Line, if any one even knows what it is, has been put on hold.

Wait, you're not talking about A Blurred Line the rpg, are you? I've just been playing that, due to someone here mentioning it. It's like the best RM2K evar ... don't tell me you're the author.
#38
Regarding what GarageGothic was saying about the "tabula rasa" player character.... I think it was Naranjas in his uber-protagonist paper who mentioned a few games ( mostly back in the 80's) that asked to player to believe that the Player Character was literally himself. That is, that you, the player, had somehow been magically transported into the game or into a fantastical world. For example, the Ultima games. It's sort of the ultimate expression of the player as the player character. I wonder why nobody does that anymore.
#39
First you make a repeatedly_execute function in the room. (the room script not the global script)

Then you basically increment a counter every game turn... it will vary depending on how you want the colors to cycle, but here's one example to cycle between red and blue every second:

inside rep_exe:

counter++;

if (counter==40) [40 cycles equals a second]
{
SetRegionTint(... [set the region's tint to red]
}

if (counter==80)
{
SetRegionTint(... [set the region's tint to blue]
counter=0;
}

So anyway, hopefully you get the idea. Don't forget to initialize the counter to 0. (at the top of the room script)
#40
Shadow of the Comet

hint: go to google and search:
"halley's comet" adventure game
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