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Messages - densming

#81
General Discussion / Re:How pure are YOU?
Sun 28/12/2003 03:48:07
I'm 0% pure.

Oh was I supposed to actually TAKE the test??
#82
Hints & Tips / Re:sammy's quest
Sat 27/12/2003 16:51:04
Getting down in the dungeon is one of the harder things to do.
#83
Maybe CJ should put a random date in there so that AGS stops working randomly on certain days.  Now THAT would be funny.
#84
Hints & Tips / Re:sammy's quest
Sat 27/12/2003 03:05:04
There are 2 ways to get the rat.

Method #1:
Spoiler
You can poison the rat with the rat poison at the Market.  This is ok, and you can still win the game if you do this.  However, it's not the preferred method, as Sammy might want an unpoisoned rat.
[close]

Method #2:
Spoiler
You can make a rat trap.  bad days, you almost have it.  Put the cheese in the book, and then get the rat poison from the market.  Open the rat poison, and there will be a bit of string attached.  You can use the string on the book & cheese and then you'll have a rat trap.  Use the trap on the rat and you can kill the rat without poisoning it.
[close]

As for what to do with the wolf:
Spoiler
You have to get down in the dungeon first.  The dungeon is underneath the main hall.  You'll need to open the trap door to get down there.
[close]
#85
Just want to say congratulations to Eveangelion03, who was the first person on the 'net who found the secret bonus puzzle in Sammy's Quest!  WOW!!!!!

Now that someone has found it, I'll let people know how to do it if you are interested, just respond and let me know.
#86
I used fading text in my game in the intro.  I did it using text overlays, and just setting the color of the overlays gradually from black to white.  Here are the functions I used:

Code: ags

function fade_in_string(int textoverlay,string str,int x,int y,int width,int font,int speed) {
  int Color=0;
  while (Color<63422) {
    Color+=2113;
    SetTextOverlay(textoverlay,x,y,width,font,Color,str);
    Wait(12-speed);
  }
  SetTextOverlay(textoverlay,x,y,width,font,65535,str);
}

function fade_out_string(int textoverlay,string str,int x,int y,int width,int font,int speed) {
  int Color=65535;
  while (Color>2113) {
    Color-=2113;
    SetTextOverlay(textoverlay,x,y,width,font,Color,str);
    Wait(12-speed);
  }
  SetTextOverlay(textoverlay,x,y,width,font,0,str);
}

function do_fade() {
  // here's how I would use the above functions:
  int to;

  // This line can remain constant
  to=CreateTextOverlay(0,0,0,0,0,"");

  // fade text in
  fade_in_string(to,"Fading text",100,70,200,1,9);

  // wait a little while
  Wait(40);

  // fade text out
  fade_out_string(to,"Fading text",100,70,200,1,9);

  // clean up
  RemoveOverlay(to);
}


You can change the parameters of the fade_in_string and fade_out_string functions to suit your needs.

Here are the parameters and their explanations:
int textoverlay: This is the text overlay variable.  You need to create a text overlay first and assign it to this variable and then pass this var to the function (just follow my example above)

string str: The string to display.  Be sure to pass the same string to fade_in_string and fade_out_string; otherwise, the fading in string will be different text than the fading out string.

int x, y: x and y location on the screen

int width: width of the overlay.  Play with this till it is the right width for your text

int font: font number to use

int speed: fade speed.  The higher the number (up to 12) the faster the fade will be.

Hope this helps!

densming
#87
I found a small bug.  It's not major, but when you operate the cellar door, after you've already gotten the key, he still says "There's a key on the other side of the lock" even though you already have the key in the inventory.  It's not a major thing.  I just noticed it as I was watching someone else play the game.

Great little game!
#88
Great game!!  The graphics are cartoon-y enough to be a really strong feature.  Plus, I like the music and the ending was great too.  Good job.  Makes me want to write another game now.

One suggestion, though.  Allow the player to click-skip when the character is talking.
#89
Thanks for the comments, shbazjinkens.  I have had the same complaint about the speed of the character before.  I wanted to include a speed slider bar so the speed could be adjusted, but just didn't have time before my "release date." :(
#90
Yeah, I have it hosted on geocities...  They have a small bandwidth limit.  Any suggestions on another host?
#91
Oh, and, it's in the credits, but thanks to Al Lowe for giving us permission to use the Freddy Pharkas Ballad in the game! :-)
#92
Completed Game Announcements / Sammy's Quest
Sun 21/12/2003 20:07:55
In Sammy's Quest, your character is a little boy named Sammy.  Sammy's parents have gone away to California to look for gold, and Sammy's been left in the house with his butler, Mr. Donatello.  The object of the game is basically to help Mr. Donatello out with chores around the house.  Your first mission is to get Mr. Donatello out of the closet! He's been locked in there and he really has to pee.  :D

Well, check it out and let me know what you think!

Here's a screenie.


Yeah, ok, it's an MS Paint game. But it's funny.

AND... There are TWO secret (optional) BONUS PUZZLES in this game.  See if you can find them!

Also, two of the puzzles have multiple ways to solve them.

[EDIT:]
I've added a "mirror" host to download the game from...  If one doesn't work, try the other.

Right-click the link, and choose "Save As..."

http://www.geocities.com/densminger2004/sammysquest/sammysquest_full.zip
http://bellsouthpwp.net/d/e/densming/sammysquest_full.zip
ftp://densming.serveftp.net/sammysquest.zip
#93
In addition to tab and enter:

space, "(" (for functions), "[" (for arrays), "." (for structs)

Those are the ones I use most.
#94
The built-in script editor is GREAT!  When typing a function or variable name, it brings up a list of all the names that match what's been typed so far.  If the desired function/variable is highlighted in the list, I can just hit Enter to type the rest of the name.

However, it would be nice if it would auto-complete the name even if I typed other characters as well (like space, brackets, parentheses, etc.).  This is the way some other programming environments work, and I've gotten used to it.
#95
Advanced Technical Forum / Help with Speech
Mon 08/09/2003 00:14:19
How can I incorporate a "narrator" voice into my game?  For example, when a normal message pops up, I want a voice to read what the message says.  The documentation explains how to do this when a character is speaking, but not when a normal message pops up.  Is there a way to do this?

I did figure out a semi-workaround, but it's not exactly what I want: If I begin a normal message with & and a number, it will look by default for the main character's wav file and play it.  Problem is, when the user dismisses the message box with a mouse click, the sound does not stop playing if I do it this way.
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