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Messages - joelphilippage

#281
My game tales of Chickenry has good speech, but I don't think I did that well on the actual game.
also there is
.Ben Jordan case 1 deluxe
.Kings Quest I II and III
.Quest to Zoolo
That's about all I can think of.
also the game Lif and the treasure of the Tanones that I am making should come out soon including voice acting.
#282
Oh, sorry. It was just a typo. I should look over my script more carefully. But Ive got another question. It usually takes about 10 seconds to load each character and this can really start to add up at the begging of the game. Is there a way to cut down on loading time?
#283
Ive got a problem. whenever I try to add a 3d character to the game. it displays "Runtime error: unexpected eof"

I used this script:
Code: ags
Character3D *cBli3D;

C3DPlugin plugin;

at the begining
Code: ags

cBli3D = Character3D.Create(cBli.ID);
	cBli3D.LoadModel("data\\Blimp.ms3d:);

in game start and
Code: ags

export cBli3D;
export plugin;

at the end.
#284
Critics' Lounge / Re: My Second 3d Background
Sat 10/02/2007 22:06:33
Thanks. I had clicked set smooth on the wall and the couch which had messed it up so I just had to click set solid and using ambient lighting worked as well.
#285
Critics' Lounge / Re: My Second 3d Background
Sat 10/02/2007 19:50:56
Would a .3ds file work? Ive exported it here.
http://lifsadventures.googlepages.com/room1.3ds
#286
Critics' Lounge / Re: My Second 3d Background
Sat 10/02/2007 18:07:32
Im using blender.
#287
Critics' Lounge / Re: My Second 3d Background
Sat 10/02/2007 15:36:00
I have tried to fix the problems you have listed. I still don't know why the right wall has that dark shadow in the corner and why the door had all those shadows every once in a while.

Sorry the quality of the image is a bit low.
#288
Critics' Lounge / My Second 3d Background
Sat 10/02/2007 02:39:45
I may be making my next Lif game in 3d. This is the first background the character would be in.
#289
Ok. Here is my Background.

I tried making it look as rusty as I could. I mostly concentrated on the sign but tried making everything look kind of tan for a rust feel.
#290
QuoteDoes anyone know where to GET simon the sorcerer? :/
I have found a torrent with a scumm games collection that includes both simon the sorcerers that you can run with scumm.
EDITED

no warez on the forums.
#291
General Discussion / Real life adventure game
Mon 05/02/2007 21:19:19
The other day I was playing Simon the sorcerer when I realized I needed to go feed our chickens. So I went out there and after finishing the job I realized the pole which I use to hold the door shut after I left had fallen over onto the door and I couldn't get out. I yelled for help and tried breaking down the door but this didn't work. So I did what any adventure gamer would do and used my brain. Finding a hook attached to the wall, I used pushed it through the crack in the door and knocked the pole out of the way. I thought this was very amusing because I never thought that could help me in real life.
Has anything like this ever happened to you?
#292
My verb coin is 85 by 75 pixels. I have replaced the graphics with my own.
#293
Critics' Lounge / Re: New background
Fri 02/02/2007 20:49:35
I replaced the old one with it.
#294
Critics' Lounge / Re: New background
Thu 01/02/2007 22:59:20
Ok I tried fixing those problems and have a new version uploaded. Tell me if there are any more problems.
#295
Critics' Lounge / New background
Wed 31/01/2007 01:51:33
Here's a background I did of a cathedral. tell me what you think.
#297
ive got a problem with the enhanced verbcoin module. I tried running it in 800 by 600 and the verbcoin always pops up in the top lefthand corner.
#298
ok heres the code
Code: ags
invMain.ScrollDown();

the name of the inventory box is invMain
here is the code for inventory on enhanced verbcoin scripting
Code: ags
function on_key_press(int keycode) {
	if (keycode==9){											// press TAB key
		if (gGui3.Visible == false){
			gGui3.Visible = true;
			player.ActiveInventory = null;
			mouse.Mode = eModeInteract;
			inv_entered = true; 
			custom_1 = null;
			custom_2 = null;
			custom_3 = null;
			custom_4 = null;
		}
		else{
			gGui3.Visible = false;
			if (mouse.Mode != eModeUseinv){ //if you don't have an inventory-item activated
				mouse.Mode = eModeWalkto;
				player.ActiveInventory = null; //go back to regular cursor mode
			}
			custom_1 = null;
			custom_2 = null;
			custom_3 = null;
			custom_4 = null;
		}
	}

	if (keycode==32){											//SPACE BAR = left-click
		if (gGui3.Visible == false){
			location_name = Game.GetLocationName(mouse.x, mouse.y); //get the name of whatever you clicked on
			clicked = 1;
		}
		else{
		  if (player.ActiveInventory == null){ //if you have no inventory item selected
				clicked = 1;
			}
		  else{
			  if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y) != null){
					InventoryItem* item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
					if (item.IsInteractionAvailable(eModeUseinv) == true){
						item.RunInteraction(eModeUseinv);
					}
				}
			}
		}
		  
		mousex = mouse.x; //we set these params to store the exact location of
		mousey = mouse.y; //where you clicked

		guix = mousex - gGui2.Width/2; //we set the location of the GUI
		guiy = mousey - gGui2.Height/2; //and center it

		if (guix < 0) guix = 0; if (guix > verbc_border_x) guix = verbc_border_x;
		if (guiy < 0) guiy = 0; if (guiy > verbc_border_y) guiy = verbc_border_y;
	}
	if(keycode==13){								//ENTER = right-click
		if (gGui3.Visible == false){			
			if (mouse.Mode == eModeWalkto){	
				gGui3.Visible = true;					
				player.ActiveInventory = null;
				mouse.Mode = eModeInteract;
				inv_entered = true;
				custom_1 = null;
				custom_2 = null;
				custom_3 = null;
				custom_4 = null;
			}
			else{
				mouse.Mode = eModeWalkto;
				player.ActiveInventory = null;
			}
		}
		else{
		  if (mouse.Mode != eModeInteract){
        mouse.Mode = eModeInteract;
				player.ActiveInventory = null;
			}
			else{
				gGui3.Visible = false;
				if (mouse.Mode != eModeUseinv){ //if you don't have an inventory-item activated
					mouse.Mode = eModeWalkto;
					player.ActiveInventory = null; //go back to regular cursor mode
				}
				custom_1 = null;
				custom_2 = null;
				custom_3 = null;
				custom_4 = null;
			}
		} 
	}
}

function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  
	/*RIGHT-CLICK*/
	if (button==eMouseRight) {
		if (gGui3.Visible == false){			// if inventory not active
			if (mouse.Mode == eModeWalkto){	// and you're not holding an active item or something
				gGui3.Visible = true;					// activate the inventory
				player.ActiveInventory = null;
				mouse.Mode = eModeInteract;
				inv_entered = true;
				custom_1 = null;
				custom_2 = null;
				custom_3 = null;
				custom_4 = null;
			}
			else{
				mouse.Mode = eModeWalkto;
				player.ActiveInventory = null;
			}
		}			
	}

#299
Critics' Lounge / background coloring
Sat 27/01/2007 02:12:50
hey there.
Ive been trying to figure out how to color backgrounds like they did on cmi. I tried coloring the podium that wasin't colored on the game.

tell me how i could improve this.
#300
On three of my rooms, I try pressing the inventory scroll button on the inventory gui and the game shows the loading cursor and dosin't stop. this only happens on three of the rooms. I have been looking through the script and I cain't find a problem. also I can only use the inventory gui once on the last room. I'm using the enhanced verb coin module. this may have somthing to do with it.
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