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Messages - iamus

#41
Sorted now. Ta.

The solution was pretty obvious, but not as bad as I'd thought.

I had been working from files on the PC desktop, but I'd since copied the whole folder into the PC/Mac shared folder. Didn't delete the original though. Every time I launched it from the copied files in the shared folder it was opening the old file on the desktop, so the one I was launching in the mac wasn't getting worked on at all.


D

and indeed

'oh!
#42
All they need is the one Mac runtime file, found at the start of this thread.

They drag your normal, PC-compiled AGS game onto that to launch it.
#43
Critics' Lounge / Re: My hair
Fri 27/01/2006 01:05:08
That's no way to talk about his ex-girlfriend.
#44
That, and...

"Soon you'll be wearing my sword like a Shish-Kabob"
"First you'd better stop waving it like a feather-duster"
#45
General Discussion / Problems with Virtual PC
Thu 26/01/2006 12:37:21
How do I get AGS to update my compiled game data?

I've imported a sprite and thensaved what I've done, and then tried to run from the compiled file on the mac , but it's still giving me the game before I made my changes.

This is probably blindingly obvious....
#46
Quote from: TerranRich on Tue 24/01/2006 15:54:59
Do you mind if I post it on the AGS Wiki, complete with spoiler warning? I think lots of people would find that information useful, perhaps for inspiration or just for a good read. :)

Don't mind at all. Go right ahead.
#47
I have a special place for Monkey Isle (as does everyone), but it's probably Zak McKracken.

Wasn't the first one I ever played, and I do really love some of the others. But this one's kind of special. Played it first on my cousin's Amiga, I was drawn in right from the titles and that funky music. Had to get it on mail order for my ST because I couldn't find it anywhere.

Almost everything about it's great. From the tabloid hintbook up to Leslie's hair, it's absolutely nuts. Really funny. And I stuck it out for months and months before I finally finished it. The only real downside is those awful maze sections, but they can't stop it from being a classic.
#48
It has been a while but I think the whole process goes like this....

After picking a fight with a Pirate, Guybrush always has first shot at insulting.
-If the pirate cannot respond, Guybrush takes the advantage and gets to pick the next insult (but doesn't learn anything).
-If the pirate gives the correct response, the advantage goes to him and he picks the next insult (but Guybrush learns the response and has a chance at hearing a new insult).
-Whoever gains the advantage three times in the match, wins.

The more insults you acquire, the more responses you're capable of hearing. When you've collected the (I think) bare minimum of responses, they tell you that you're good enough to fight the Swordmaster.

The Swordmaster always has the advantage as she always picks the insults, and her insults cannot be heard anywhere else. Guybrush has to choose one of his previously learned responses to fit the insult. Pick the right response enough times (no idea how many) and you win.

Going back to the pirates and using a Swordmaster insult on them is a guaranteed advantage. The pirates can't ever give a proper respose to them, so there's no way of using the pirates to figure out the correct response to a SM insult.


Not sure how clear that is. Hope it's helpful anyhow.
#49
I just wanna say that this is sterling work.

I'd been shopping around for a development engine for a while and had really been wanting to make my game with AGS (I already have a little experience with AGS) but the lack of mac support meant I was having to look elsewhere. When I found that you were doing this it brightened me up no end.

Anyway, probably not, but if you need someone else for testing then I'd be willing. Currently running 10.4.4

Keep going.
#50
Don't suppose I can argue with that  ;)
I suppose I could always rope somebody from the forum into beta testing if I'm in any doubt anyway. Thanks man.
#51
Aye, I had considered that. The only problem I could see is that the Mac runtime engine can be a wee bit tempremental sometimes.

It might be difficult to tell the difference between an error that I've made in scripting the game and something that the runtime engine itself is tripping up on.

Thanks though.
#52
Hello all.

I'm wondering if anybody has had experience in developing on AGS using a Mac running Virtual PC (ver. 7)?

Mostly it works fine and dandy, but whenever I try to either test my own game, or simply play somebody else's, the cursor goes haywire and skips across the screen in huge jumps. This is obviously a bit of a problem. Anyone know why this would be the case and what, if anything, I can do to remedy it?

Much appreciated.
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