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Messages - hedgefield

#261
I don't know how to describe this problem any other way than give you an example, so here goes.

I made a global variable called gvar_wine, which tracks the choices you make in a certain dialog. Suffice to say when you answer positively, its value becomes 1, if negatively it becomes 2.

After that I made a new global variable called gvar_mexican, which tracks whether or not you've encountered a person in the game, and starts the credit sequence when you enter a particular room when its value is 1.

Now, when I activate the gvar_wine dialog, and answer positively then leave the room, the credit sequence starts. Nowhere is gvar_mexican being called, but it still happens. But it does NOT happen if I answer negatively or dont start the dialog at all and leave the room.

And what's even more interesting is when I dont start the dialog at all, but meet the person, thus setting ONLY gvar_mexican to 1, and then start the dialog, the dialog has changed according to if gvar_WINE was also set to 1.

So could it be that the getglobalint somehow calls up the gvar number instead of its name? I dont know, it doesnt make sense, but thats the only thing I can think of to explain this.

I'm using AGS 3.02 SP1 btw.
#262
AGS Games in Production / Re: FALLEN LEGEND
Mon 21/07/2008 14:16:31
Cool, looks good. It reminds me a little of Alan Wake. I love the graphics style!
#263
Man, I love this! It made me laugh out loud a number of times. Brilliant idea and perfect execution. Kudos to Whedon.
#264
That's how I did it with an animated fan on a wall. Because it had transparency and blur and all that, I couldn't just make it an object itself, so I took a chunk off the background and used that as object. It was a little offset, so I added rows of colored pixels around the outside of it until it aligned (AGS makes them transparent).

#265
I've had this issue myself (I don't know which version of AGS you're running, I encountered it in 2.62). The solution I used was adding a row of transparent pixels to one side of the image, to effectively 'pad' it so it would line up with the actual background.

I think when you move the object around in AGS, it used the 320x240 coordinate system, so when you run a resolution higher than that, it will move by 2 pixels or 4 pixels instead of 1. You can bypass that by padding it with that extra pixel like I described.
#266
Quote from: zeeman645 on Thu 22/05/2008 02:17:17CONDEMNED.

I. AGREE.

The part where you're trapped in the abandoned farmhouse with the serial killer is MURDER. And whatever the hell those crawling things in the subway service tunnels were, I don't ever want to think about them again.
#267
Quote from: Strange Visitor on Sat 24/05/2008 23:04:03
Does that stuff with, say, lying to the waitress about being a doctor, giving her the drink she wants, etc., ever come back to haunt you?

No.

It changes the way the inspector reacts to you during the interrogation, but it doesn't hamper you from continuing with the game. It never comes up again after that.
#268
I think you should play Broken Sword mainly for the mood it evokes. The first one impressed me so much I feel like I was actually there, it sucked me in. There are only a few other games that ever managed to do that, like Deus Ex, GTA III and Mafia. It's hard to describe but it's that feeling that really makes it work. It paints a very romantic picture of the world, especially Paris, so maybe you need to share that view for it to really grab you.

In my opinion Broken Sword 1 and 2 are the best adventure games out there. The graphics and animations are superb, the voiceacting is great, and I love travelling and ancient mysteries, so the story is right up my alley. I didn't mind one bit talking to a lot of characters, I find the dialogues quite humorous without going over the top like Monkey Island for instance. I have it permanently installed on my computer so I can always play it.

And to answer your question - it does get better as the game progresses. But if you didn't like the start, you probably won't like the rest either.
#269
I was on the fence about it, but after playing the demo I love it!

The whole Steampunk mood is great and the art is amazing. Some of the best cel-shading I've seen in a game. And ofcourse the dialogues are hilarious, true Penny Arcade style.

They did a good job.
#270
Can. not. WAIT. for this game.
Im looking very much forward to playing it, and perhaps even more to getting to use the AGX plugin. That thing looks sweet!
#271
Come on, don't be so offended if people didn't appreciate the joke. I get that it's annoying if they're shouting all over the place that it's a hoax, but some people just don't like April Fools. I don't either -- but I just shrug and keep my mouth shut.

I actually came here yesterday, like veryweirdguy, to see what the joke was this year. It took me about 1 second to find it, seeing a hot topic with ANNOUNCEMENT in the title. :)
#272
I use Firefox. I have a bunch of plugins, including the IE render engine, an excellent sidebar rss reader, the web developer toolbar (very useful), Foxmarks which keeps a backup of all my bookmarks online, and morning coffee which opens all the sites I check on a daily basis at once in seperate tabs. So I'm happy with it. It works well and it's pretty fast. I never want to go back to IE. Or any other browser probably.
#273
This is amazing news, congrats Dave! Hooray for more commercial Adventure Games! Can't wait to see what you'll be developing next.
#274
General Discussion / Re: Can TV make you cry?
Mon 25/02/2008 18:59:54
I am often moved by movies or games, and sometimes TV shows, but never really to the point of crying. There are those moments in Lost, 24 and Prison Break etc, but I think the most intense one -for a TV show- I experienced, was the season finale of Grey's Anatomy seasonnnn... 2 I think (I guess that makes me an even bigger queer ;)). But it was because I had watched all of season one and two on DVD over a few days, and the events combined with the music and the idea that I'd have to wait 6 months for the next season was pretty saddening. I was so attached to the characters by then it really felt like a goodbye.
#275
The moment that theme music started playing, and I saw Indy's silhouette, I was sold.
#276
General Discussion / Re: Cloverfield craze?
Sun 03/02/2008 21:43:32
I agree completely wit Stupot. Great film.
#277
Ok. Well, thanks anyway. :) I've tried once or twice to upgrade, but half the game broke, and I didn't want to invest time in learning the new programming language yet, so I'll finish this one in 2.62 and do the next game in 3.0. But maybe it'll help Radiant or any others struggling with this problem.
#278
That was a fun game! Graphics look great and the puzzles were very interesting. Loved the whole high-o-meter system.
#279
General Discussion / Re: PS CS3 crash
Wed 30/01/2008 17:58:15
Sometimes when I've been doing a lot of work in PS CS3 for about half an hour or something, my keyboard input screws up. The key shortcuts don't work anymore, and when I try to type special characters like - ; / _ ' ", they are replaced with different characters, as if someone had popped off my keys and switched 'em around...
#280
Well, the main .exe by itself is 100 mb, I don't know how you feel about that. :) I'd have no problem uploading it though, I already send out beta's every now and then. Can you manage with just the Compiled folder contents, or do you need actual editor files aswell?
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