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Messages - fovmester

#261
How to deface coconut:
Spoiler
Use the charcoal you found on Archie's table on the coconut
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#262
Quote from: SteveMcCrea on Mon 04/04/2005 01:17:17
Unless the fovmester is listening?

The fovmester is ALWAYS listening! ;)

If you have time and will, please find any spelling mistakes I've made and I'll correct them. I'd really appreciate it!
#263
Quote from: RosieWonderful game,  Enjoyed it so much,  Thank you...............

I'm so glad you liked my game!! Thanks a lot!
#264
Thanks a lot, Krazy!
#265
To clarify things:
Spoiler
The magnifier was hanging beside the wunderbaum at Clifford's house in the beta-version. Now however I've moved it somewhere else, because I thought it was a bit cheap to get two things at the exact same spot.
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Getting the bone:
Spoiler
To get the bone let Ben distract Archie: When Ben is with you just Pick it up.
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About the coil:
Spoiler
You can't take the coil from the plane. But perhaps you can use it anyway?
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#266
Quote from: wannabe78 on Wed 30/03/2005 13:12:32
i have no clue wat to do next....the guy at the dig wont let me take the bone and i cant use the mallet to open the door with the guard watching.... any hints?

Spoiler
at the archaeologist's: Look at the hill in the background 
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#267
Quote from: wannabe78 on Wed 30/03/2005 13:03:01
how do i get float from tyhe boy? tried everyyything.... >:(

Oh, that's not something you just do. You've got a LONG way to go before you can take the snake from the boy!
#268
The Game has been released!

Thanks to all my beta-testers for finishing their beta-testing in time! And for doing such a great job too! :)
#269
Version 1.1:
Changes since version 1.0:
* Fixed some missing room interactions.
* Cleaned up some dialogs.
* Added options to some dialogs.
* Made rope-hotspot larger.
* Fixed lots and lots of grammar-mistakes (Thanks to Steve McCrea)
* Changed icon to be consistent with part 1's icon.

Version 1.0:
Finally! It's taken me one year of production to finish this game. So rest assured that there's A LOT of time and effort put into this title.


Story:
After having escaped from the agents, Frank and his friends are captured by the american military and brought to a military camp on the island of Guija.
Frank needs once again to save his friends, and escape from the clutches of the Syndicate!



In the second part of Frank's adventures you'll find yourself on an exotic island with lots of new characters to interact with, and many challenging problems to solve.

This game is bigger, better and more beautiful than its predecessor!

Download it NOW!!!! And don't forget to vote!








#270
Quote from: Largo on Tue 29/03/2005 00:06:05
In sweden, 'neger' is the normal word we use for 'black people', it's not near as offensive as saying nigger in english.

What're you saying? We don't say 'neger' for black people in Sweden!? Except maybe if you're from some inbred community in the middle of nowhere, or a nazi!

Don't claim that it's officially used!! We have a healthy official debate about racism in Sweden, and the n-word is something that has been banned long ago!
#271
Critics' Lounge / Re: A forest background.
Wed 23/03/2005 21:24:53
Really nice! It's got it's own special style. Like a painting. I especially like the treetrunks.
#272
I've written a walkthrough for you, but I don't think you should have it right away. It's better if you try to play without it first. I mean if you all play it as it's supposed to be played then there ain't much point of betatesting, is it?
#273
The people has spoken! I'll stick with the high-res-movies. Anyway I figure that for people with broadband 35 or 45 megs doesn't matter, and for those without 35 megs is to much anyway.

Quote from: Mats Berglinn on Wed 23/03/2005 10:45:18
If the beta-test version is ready by tomorrow/today when do you think the release date for the final game will be?

That's hard to say, because I don't know how long the beta-testers'll take to play through the game. But I think I'll give them about a week, not much longer.
#274
The game's going out to the beta-testers tomorrow! Soon you'll all be able to play!

I can tell you this much: It's bigger, better and more beautiful than part 1!!!

Actually that could become a problem for some. The game is about 42 megs zipped. But that includes high-res cutsequence movies that are about 13 megs. I've made some lowres versions of these as well (320*240) and I was thinking about releasing the game with those instead. They take about 5 megs which would make the total to 34 megs.

So my question to y'all is this: Do you want the smaller/crappier movies or the bigger/nicer movies?
#275
Quote from: Andail on Mon 14/03/2005 11:30:01
Hehe, I think this year shows more evidently than ever before what I have always said about people's ability to nominate and vote.
The problem is that as soon as a person finds a game good, they nominate it for whichever category possible, not caring what the category actually stands for.

I have a hard time understanding how the top-games of this year all can be found in each category, when they are fundamentally different in terms of design and style.

Last year wasn't much better. 6-days assassin (an excellent display in style and puzzle ingenuity) was nominated for best story. What story?

I think next time a jury should make the nominations, and let people cast the final votes.


I second that!!

#276
Good to have you back! School can be tough sometimes!


Quote23" Phillips LDC Monitor

WAAAAAAHH! That's one big motha-f***ing screen! Congratulations!
#277
Hi.

Actually I should be studying right now. I've got two exams this week! But instead I'm working on Frankie. And guess what I just did? I played the game from start to end. You can do that now. It's working and completed!!

I played the game to note down all the little bugs and mistakes in dialog that's still in the game. That became a 6 page list. But most of it's really trivial things that take about two seconds to fix.

I'm planning to give the game to my beta-testers sometime next week. So if you want to test it: Hurry up and tell me.

#278
I didn't realise there was a goto-previous command? Must've missed that. Sorry!
#279
I noticed that you can switch to another dialog from within a dialog by using the goto-dialog X command. But this really CHANGES dialog, not just temporarily.
EX:
Let's say we run dialog X and somewhere inside it we want the characters to start talking about a specific topic Y without showing the other dialogoptions of dialog X. If we do this by goto-dialog Y then when we're finished talking about Y (a stop-command in Dialog Y) then we DON'T COME BACK TO DIALOG X like we should but the dialog is stopped. Period!

My suggestion is that this kind of nesting of dialogs is made available, because it really makes possible advanced dialoging without much effort. You could do something like the above with use of globalints or a lot of option-ons and -offs but by nesting different topics it's all made really easy!

So in short: If you call a dialog using the goto-dialog you should come back to the same place in this dialog after finishing the other.

Maybe sometime you'd really want to NOT come back. Maybe an option could do that:
EX: goto-dialog X OPTION
where X is the dialog to go to and OPTION is 1 if you want to come back and 0 if not.
#280
That last shadow-edit made the bg just perfect. The shadow could maybe be a little lighter but they give the impression that the house is in a big city with tall buildings!! Great!
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