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Messages - miguel

#2221
Accepted :), but here is my opinion:
  a player's background has nothing to do with the reason people play adventure games, if one has a chance to be a thief and steal this incredible plan from a evil guy that wants to rule the world he will like to know how to open a safe ( more so if it is actually the way it's done, not with all safes, of course!);
the same is also true if you want to be a commander of a spaceship and be beamed-up and use laser guns (how cliche is that?) but people love it and like to play that kind of games.
the same with fighting orcs and use potions that grow plants! ;)
  about beeing dificult, most adventure gamers will say first thing that the puzzles on game A or B were too easy and therefore too simple to complete the game.
cheers
#2222
I guess you're right SVisitor, with this lock, I end up switching the tools around  as if it would help me and knowing that I only need a rake and some tension! But, like you said, I didn't spend all that money.

A nice puzzle would be:
    Hero wants to unlock electronic safe with digital numbers screen;
    Hero has in his inventory a discman and his pocketknife that comes with a screwdriver and nothing else;
    Hero finds some wire on the background;
    He unscrews the screws from the logo of the safe and finds a hole (they actually come like that);
    Takes a batery from the discman (you would need a more powerfull one but that would do);
    Wires the batery into the safe slot and when the wire touches the wires inside the extra voltage opens the safe!

what do you think?
#2223
New screen and report of how things are going on the main post.
Chapter one almost finished, turned out to be bigger than I thought.
#2224
I hope this helps:



it's not great example but I think that shows what you've read.
cheers
#2225
Locks like the one StrangeVisitor mentioned in the picture are very easy to unlock, all you need is a piece of metal that is hard enough to bend on the tip and not brake. That's a good solution for a locked door part of a game.
StrangeVIsitor: Yes I meant Mul-T-Lock, it's damn hard to pick and as I said, I messed with the pins and jammed them, the result was 2hours locked inside my house!!!!
I now bought a ABUS Cylinder D6 wich I haven't been able to unlock even watching all the videos from the guys at Bumpkeys!
I bought the Southord C2010 22pc set from them.
Cheers
#2226
I know it's off topic but last week I got some lockpicking tools from UKBumpkeys and I locked myself at home for about two hours!!!
Never try your skills on your own locks!!!
StrangeVisitor: ever unlocked a Mult-lock? (6pins and lockpicking, not bumping.)
cheers
#2227
Hi to all,
I guess that on a professional level, when a company decides to make a comercial game, they form a team of people that is good at diferent subjects, character art, background art, music, story writers, etc...
All of you know that, but as an answer to your question I would say that for a guy that has a passion for adventure games, building it up from the start is one big chalenge and I would say that most of the times you'll get a game that excells on one of the subjects I've named before but fail on releasing a professional-looking game.
Having said that, we all feel delighted when someone or a group of guys like us, bring games like the ones that are on 2007 list for best games. They are there because they made a diference.
I guess that after you release a game, you can jump into another theme for the next one, but if you come back, you'll build up your characters and provide more depth into the story.
Myself, I've had dozens of projects that I aborted due to diferent reasons but feel that I've improved on trying to provide a good story with good characters more than anything.
Cheers
#2228
I liked the music but I think you could add some more 'color' on the characters and more detail on the backgrounds.
it's just my opinion, cheers
#2229
Nice art, looks very good.
Good luck
#2230
Looks promissing and I too believe on telling the story through books and paintings or artifacts that have cultural and social  aspects we (the developers) want to show to the players.
It's like when you do a "Talk to Ashtray", you know ashtrays don't talk but the answer may set the player in the mood you want them to feel.
Good luck
#2231
Well, Trevor goes around saying he's a Level 14 Mage or a Level 17 Fighter, anouncing he's a big hero and then that's when people (NPC) will chalenge him to do quests so that he can prove he is what he says. If you ever played Rpg's before you will find most of the jokes and puzzles are related.
#2232
I hope it's the right way now. thanks
#2233
Hello everybody,
it's been long since I've done anything worth posting on AGS forums.
Anyway, after dozens of aborted projects and some years later, I want to anounce some screenies for you guys!
================================================================================
Trevor Lostpick finds himself one day out of his parents house. They no longer want to put up with Trevor's endless days of doing nothing! His abilities as a farmer aren't the best either so it is thought, for the best, to send Trevor to explore the world and if possibly, for him to stay there!
Trevor travells to Kriegson Town, where he'll meet some characters that will change his life and the world forever!
================================================================================




Update for Chapter 1
    Characters sprites : 100%
    Rooms Background: 100%
    Scripting: 90%
    Story: 100%
    Music: 90%

Chapter 2
     Characters sprites: 70%
     Background art and rooms: 30%
     Scripting: 5%
     Story: 100%
     Music: 40%

The Dwarven Dagger is:
  -320x240 pixel drawn
  - The final release should have the first 2 chapters
The Dwarven Dagger is about a spoof on rpg games but not to put it on the comic-related genre, it tries to be funny but with a suported story behind.
I tried to join the things I enjoyed more on adventure-games and fantasy medieval rpg's.
Well, I will keep you posted and show some more screenies and chars sprites if I see some interest on you guys.
Thanks for your time.
It's good to be back although I never left, you have been good to me during this years of free point&click games!

Update: prodution is going well, I've decided on doing animations for almost any action the main character does and it's going well. I should have chapter 1 finished in a couple of days.
=======update 11.03.2008=============================
chapter I finished (another screenshot displayed above!), maybe I'll release this first chapter and see how is the reaction of whoever plays the game.
Hopefully, by the time the forums are running again I'll have it avaiable for download
========update 30-03-2008=======================================
game is beeing beta-tested!!!
intro finished!!!!
=============================================================

#2234
Hi Ultimo,
I guess you could put something like:
 
 Os Ultimos São Como Queijo

 The Last Are Like Cheese

hehehe! :D
#2235
portuguese here, shotgun.
bem vindo e boa sorte

Ultimo: I told you what your name meant in portuguese, about one year ago,  it sounds  funny now! :)
#2236
got it, sorry for the trouble and thank you
#2237
sorry for my english but I mean the oposite,
my npc walks OUTSIDE the walkable area,
I had to remove that possibility from that room because I checked everything and wasn't able to do it right, I even shorten the walkable are but with no results, the npc sprites are croped also (didn't know if that was the problem),
anyway thanks scorpioros,
miguel
#2238
hello to all,
I have a npc that I want  him to follow EGO, but it apears that he doesn't respect walkable areas,
is that a way to check/uncheck this?
thanks
#2239
hello to all and merry christamas!

there's a region on my room that triggers a dialog when [ego] stands on it, if a certain GI is set to 1.  Well, this is what I intended to do but ags says 'run_dialog_script: script pointer is null?'  .
info:
on a previous dialog, I used a dialog_request function for creating a graphic overlay(WORKING); after finishing that dialog, ego can move on top of the overlay wich has a region under(WORKING) ; the region trigers some displayspech & move events and runs a dialog(NOT working),ags crashes with ('run_dialog_script: script pointer is null?'),
I understand that if [EGO] is constantly standing on the region it may disrupt the code but I think there's more to with,
hope I explained it well,
thanks

SORRY ABOUT THIS! I found what was making it crash!
merry christmas to all!
miguel
---------------------------------------
another problem!

well, the problem now is that I can't remove the graphic overlay because the engine doesn't reconize it!
I created it on a dialog_request function and the room script won't check it out unless it's on a dialog(?),
is there a workaroud?
thanks
-----------------------------
I managed to fix it also, I used functions to check some GI's and was able to remove the overlay,
thanks
#2240
Settings pane, I had just exited and saved some script lines,
I then loaded ags again and kept working on it for at least one hour without any problems,
I'll keep posting weird events
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