Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - deltamatrix

#221
Whats wrong with proper honest critics like Vel? I support his words. They are so true.

If this was just some original AGS game then such criticism shouldn't be tolerated but for god's sake THIS IS A REMAKE. Remakes have to be better than the original. Critics like Vel are necessary to give the remakers a kick start to doing whats right! People like us may not mind tackiness in such games but what about the other Sierra fans who don't follow AGS.
Us people here who don't mind a few dodgy or weird graphics are in the minority.

From what MHawk has shown us, he could to ruin a good game such as KQ3 unless those screenshots ARE improved. I loved that game!!!!!! PLZ DONT MESS IT UP. I BEG YOU

Have you ever been to www.fangames.co.uk

Those games are shit!! And they make a disgusting mockery of LucasArts good name. Shame on them!

This is a game and should be treated with extra care like what Tierra have done. ;)
#222
This would be cool to acgieve the reversal spell effect from qg2. Does it work for all colours or just 16?
#223
I think MHawk that you should've announced this game later after a few more breakthroughs. Anyone can just SAY that there are going to do a remake without doing one. You trying to WOW us with that screenshot makes me regard you as a loser. Now you must prove me wrong. I'm counting on you.
#224
SUGGESTION

Can you add SetScreenTransition to the interaction editor, please!?

It'd be easier because I want to change them often depending on what kind of room your at.
#225
Critics' Lounge / Re:First Background
Mon 07/07/2003 02:11:06
You seem to have a head start in developing your skills.

1st Background: I don't like the round blobs on shade on the grass. Try making it more of s gradient

2nd: I like this one. Feels like an old lucasarts pic.
You might wanna try anti-aliasing the sand against the sea. Thats what I'd do. But where would EGO walk on this screen?
#226
This Property thing looks good CJ! Your example directly links to a scripting issue in my game. This should make things easier. Thanx!
#227
Due to an unexpected bug that suddenly cropped up and must have sneaked past me, I decided that Ray Bexter needs another update.

I fixed the conversation bug near the end and I made the combat shooting bit easier by slowing down the ships. I also tried to make the situation on the bridge with the red robot easier to pass.
http://invis.free.anonymizer.com/http://uk.geocities.com/deltaball_z/Bexter.zip


The walkthrough is also included in the download.

I plan on doing another small Ray Bexter game with a different control system.

http://invis.free.anonymizer.com/http://uk.geocities.com/deltaball_z/dat.zip
this link contains the movie files

Anyway enjoy!
#228
Advanced Technical Forum / Re:Transitions
Fri 27/06/2003 22:14:52
if you use a plugin to perform a transition. Wouldn't you have to call the function with script everytime you change rooms?

If so, it would be nice if there was an special API function that could be called automatically.
#229
You'll wanna use the on_key_press function in the global script for the attacks or whatever and make sure they only work in combat mode.

My combat system was first developed back in November and still needs a few touch ups. Increasing skills ain't too hard. Getting the monster too attack should just be random.
AI would be very hard
#230
Yes it is possible! I've done it. I once released a demo that had the feature :).

Day/Night rocks. It might be complicated because theres loads of things to consider. Not just the darkness of the screen but whether the NPCs have gone to bed and whether the shops are shut.

And if the night gradually fades in like mine, you may go indoors and then go outdoors again but the night needs to continue to come while your indoors even if you don't see it through an open window.

Also if you use the AGSflashlight plugin to achieve the right visual effect like me, remember than the current value of the tint or the darkness value DOESN'T SAVE so watch it!
#231
CJ strikes again!
#232
Makin an action game is possible! I'm sure coz I wanna make one. The game I released was mainly action but controlled by the mouse still. It is possible but you hav to design the engine yourself.

Is it worth it though?

If you ever made a game in TGF, you'd notice that backdrops in action games are built up of tiles. (the same graphic used again and again).

In AGS, if you had a good level that was 2000 pixels long, you'd have to draw a 2000 long BMP!!! :o :o

Unless you can type up millions of RawDrawImage()'s.

Is it really worth it?
#233
One thing I think you should know CJ! I thought you said you'd always release a MP3-less addition of every version. You haven't.......have you?

Personally I'd like to see Mp3s eliminated anyway coz they are crap!!!!!!

Oh f**k!!! Was that a suggestion?

I do not intend this as a request.
#234
Thanks guys but I really NEED someone to beta test this game to the limit and return bug reports and suggestions.

This will help me get back on track with this game.

The global script alone is quite complex and is 1808 lines. A good percentage is for the combat, food/drink, resting and day/night. There are bound to be bugs still.

Seriously guys, I NEED YOUR HELP!!!!!!
#235
Hi guys!

I have been working on a QFG based AGS game for quite a while. A lot of familiar features are there in this demo release. I'm basically released EVERYTHING I've done so far and I'm wondering whether its worth continuing. I NEED TO KNOW

I halted progress for Ray Bexter and it hasn't resumed since.

Should I continue making the game, a bug report would be ideal to get me back on track.

BRIEF PLOT:
You play this guy who wakes up with amnesia in a mysterious area with a rough history called Dazeir.
But because of a background you apparently have, you have to convince people that you are not pure evil yourself despite the fact that you quite possibly could be.

http://invis.free.anonymizer.com/http://uk.geocities.com/deltaball_z/POTH.zip

3.7MB

Please provide feedback as to whether this full length could be a pretty good one when complete.
#236
Those are cool.

I'd also like to see a setting of background colour for Labels and text boxes and List Boxes and a nice border setting for labels.

THe GUI features are incomplete and could do with lots of small additions.
#237
I recommend DOGA

www.doga.co.jp/english

You can create animations of space ships flying thru space very easily. Download DOGA-L1 coz its free and you can have fun with it.
#238
OK I decided its time to publish the walkthrough

Spoiler
You start in a room with crates and you are about to be met by a deadly robot. You must be hiding behind the crates before it enters.
Then when it starts looking upwards, it can't see you so you can now head for the door and escape.
Before continuing you must press a red button in the next room to seal the door shut trapping the bot in the first room.
Head east and simply get past the robot without it seeing you by sneaking behind it.
Now you approach a lift and another robot is guarding the top floor. You must enter the lift at the right time so you can head east while the robot is still facing west.
Now its double-trouble. Get past the robots by remaining in their blind spots. Then enter the lift on the right to go to Deck 5.
Now the ccs plugin comes into play here. Two robots are patrolling the corridor to the south. Go south immediately and you should see one of them rolling past. Always walk in the direction of the robots for greatest safety.
Go east and eastwards again and go up into a small room. Open the cabinet to get some explosives. Leave the room and go back west.
Set a charge on the barrels then go westwards.
You will see another door and a yellow robot. Enter through the door when the bot ain't looking and you enter the bridge.
To neutralise the red robot, click the hand icon on a fusebox on the corner where Ray is standing. A GUI with sliders will pop up. Set the EPC current to full blast and the other settings up a little bit and KABOOM.
Access the console on the right if you wish to get a glimpse of the plot.
Operate the tactical helm for a little shoot em up game. Keep shooting the ships detected by the sensors until the ships retreat.
Now access the small console in the corner (one that didn't blow up) and a small menu and a map of Deck 5 will appear. The flashing red robots tell you where the robots are. You can plan the right time to leave but first hit the security button to shut down that system.
Now exit the bridge and carry on going round Deck 5.
Drop an explosive into the waste disposal.
Put another bomb on the huge pipe and put one more on the big conditioner that you'll eventually see if you carry on.
Now go back round the corridor past the waste disposal and enter a small passage on the left.
Use the small panel to open the large door. Talk to it first if you wish.
Now you can in the core room. Use the small grey panel on the left to get a gun. You can use this to immbolise the robots here but beware that they can still shoot you if you walk into their line of sight.
You can use your last bomb on the big reactor in the middle of this area if you wish. (You are actually allowed to miss out one bomb and still win the game)
Keep going across the room until you see a red robot. RETREAT! before it sees you!
You must enter this room nearer the top right corner so you appear behind the wall and you are safe.
Approach the steps when the robot is moving left.
Now you must shoot a huge cannon on the ceiling before it shoots you. Head right, right again then downwards.
You'll see another red robot which will discover your presence if you walk into the metal things on the floor making a noise. Head right and you meet a friendly green robot. Talk to it and it'll ask your name. If you talked into the panel before you entered the core room then don't say your name is Ray Bexter. Say that you're a robot. He will give you an access code to the shuttle bay. Its random so try and remember it. Go back to the huge door you passed just now and use the panel then enter the code.
If you get it right, watch the ending. YOU'VE DONE IT!
[close]
#239
SImon3D spelled trouble. It was disappointed after a long wait and I ended up having to get a walkthorugh because I wasn't sure whether my being stuck was a bug or just me. IT WAS A BUG!

Simon1 was the first talkie adventure I ever played so no longer I got hooked. I played the demo with my family and we loved the woodworms bit.

Simon2 was very good because of the sarcasm and homour. Simon1 had less humour and it didn't seem to suit Chris Barrie in this case despite that it does in Red Dwarf.

Simon3D was destroyed before it was released.

Don't diss Feeble Files! I enjoyed that. :) And Discworld 2 was a very good game with the homour and good Eric Idle voice acting :)
Discworld 1 failed me for some reason.

Shame most of these games won't work on XP.
#240
Hey! Finally got round to d/loading it. Nice game youve got here.
SMF spam blocked by CleanTalk