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Messages - poc301

#501
Quote from: placyd on Fri 27/03/2009 12:00:46
The english translation of the game is complete, but I need someone who proofreads it.
I'm waiting for the applicants ;)
It's a short game, the text contains about 1000 lines.

I will volunteer to translate it for you.  I sent you my email address via PM.

-Bill
#502
Looks like an interesting idea for a game, especially with it being birds eye perspective.

My only concern is that the assassins are trained in Canada?!  Oh no!  Don't put any hockey in the game, or they'll get sidetracked and forget about the mission :) heheheh

I heart my Canadian brethren :)

-Bill
#503
Very nice indeed!

What did you use to make the scenery?  It looks like some kind of 3D creation software.  If those are hand-drawn, I am going to be picking my jaw up off the floor.

-Bill
#504
Thanks to both of you.

The usermode2 option was perfect for what I am doing (the game is complete and in beta, so this is the less complicated work-in for it). 

It works great!

Thanks again,

Bill
#505
I have looked through a LOT of messages on here, trying to find out what my problem is on my custom inventory GUI.

I have a button called "Use".

When clicked, I want this use button to change cursor modes to whatever mode will allow me to Use, Activate, etc, the inventory item's "Interact Inventory Item" code...

Its driving me nuts..  I've tried the interact mode, use inventory mode, etc, etc..  Nothing works..

Any advice?

Thanks,

Bill
#506
Thanks SSH, I figured it out just before you posted a reply. 

BTW: I love the overhotspot module you made up a while back :)

-Bill
#507
EDIT ** Solved my own issue shortly after posting**

Used the code :

int trans = object[2].Transparency;
while (trans < 100) {
  trans++;
  object[2].Transparency = trans;
  Wait(1);
}


I guess it was that rounding issue, changing to use < 100 in the code helped out.

Sorry for the needless post.

-Bill


-------------

I am having a bit of a problem fading an object out.  I am basically fading an object in, waiting 4 seconds, then fading it out.

The object fades in fine, but I can't get it to fade out, and for the life of me, I don't see any problem with the code..  It is just reversing what the original did.  I even tried other methods to fade in that I found in older forum posts, but nothing is working.  Any help is appreciated..

CODE:


// FADE IN

object[2].Transparency = 100;   
object[2].Visible=true;

int a =100;   
while (a){     
object[2].Transparency=a;
      a--;
      Wait(1);   
      }

// DONE FADING IN


Wait(160);   // WAIT 4 SECONDS


//FADE OUT

while (a){     
object[2].Transparency=a;
      a++;
      Wait(1);   
      }
object[2].Visible=false;

// END FADE OUT



Like I said, it fades the object in fine, but won't fade out.  It just sits there waiting, then hits the visible=false command and the object vanishes. 

Thanks in advance.

Bill
#508
Uhm, how about a link, or anything else?  There is no info on where to get the game, or anything else :)

I detect a lockdown on its way.

BTW: The artwork looks really neat.  I like the style.
#509
Its a program called IntoCartoon Pro. 

It takes images and you can finetune the settings making it look like oil paintings, line-drawings, cartoons, etc, etc.

-Bill
#510
Hello all,

I just finished my second game in the Murran Chronicles series (and second game ever in AGS), and am really happy with the storyline, plot, etc. 

I am looking for a few people to volunteer to be my beta testers to perfect any glitches, bugs, etc that might have made it past me.  My first game was a little glitchy at release, and I want to avoid that happening again.

I will, of course, add you to the credits as a beta tester, and you'll have my undying gratitude for taking the time to do this.

Please PM me here if you would like to help out and I will forward you a link and info.

The game's information is in this "In Production" thread : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37000.0

Thanks so much!

-Bill
#511
I liked the more artsy feel, even if it did tone down details and stuff.  Its more fitting with the characters.  I didn't like the idea of photorealistic backgrounds and pixel-art based characters.

-Bill
#512
Updated with new screenshots and status.  Check original message above.

-Bill
#513
Hints & Tips / Re: Jersey Devil
Tue 03/03/2009 14:16:18
Hehe, yes.  The paper puzzle (which solves the computer puzzle) are not required to beat the game.  They are just extra puzzles which will provide more insight into the story, as well as giving info as to WHY the things you do at the end of the game work.  IE:  Doing something because there is a reason versus doing something just to save your butt when danger is around.

-Bill
#514
Quote from: Trent R on Fri 27/02/2009 21:03:03
Cause key puzzles are overdone, and I believe that poc's game is a detective one--therefore focusing more on clues rather than puzzles that eventually lead to the keyring syndrome.


~Trent

Yes, the game is a thinking detective game.  Its not puzzle heavy, but a lot of it is actually dialog based.  Talking to people and finding out clues will unlock other options, locations and information into the story.  So yeah, keyring mentality is a no-go :)

-Bill
#515
1-900-370-KLUE

The Sierra Hintline.  Good lord my parents nearly killed me numerous times in the early-mid 1980s for calling that thing when I got stuck..

But yes, I do agree with a lot of what was said here.

I have decided to say something when the item is activated about not needing it right now.  That way it can be gotten when the puzzle is discovered.

Thanks much everyone.

-Bill
#516
Quote from: mkennedy on Thu 26/02/2009 06:39:52
IF you shoot somebody for no reason though you get in trouble though, right?

Haha, yes.  You ARE a law enforcement offical after all.  It would be Game Over.  But the choice is there if you want to :)

-Bill
#517
Quote from: hofmeier on Thu 26/02/2009 00:41:14
Missoula?! ...The University of Montana? Woot!

Normally I'd be harshly critical, and quick to say that somebody is mis-representing my hometown. However, your inclusion of key elements is reassuring.

Gun battles in cheap hotel rooms?

Cow mutilations?

Bored local cops?

Yeah, that's about right. Makes me all nostalgic even.

Good luck finishing! I'm now obligated to play and promote this, of course.

Hahaha :)  Glad you're excited.  The gun battle isn't really a gun battle.  The player character can draw his gun at any time and shoot.. In this case I was just aiming at Arsay (your partner) for the sake of the screenshot :)

-Bill
#518
Last Update : Tuesday, March 10, 2009.

Update March 10, 2009 - The game is now in Beta Testing!  Thanks to Leon and Cosmicr for hopping on the Beta Test bandwagon right out of the gate.  (If anyone else wants to help beta test, please send a PM for info). 

-----
Update March 5, 2009 - Added 3 new screenshots, updated complete % numbers, and ETA of date for entering Beta testing (1 week)

--------------


The Murran Chronicles: Episode 2 - Talons of Terror

Website: http://www.billandnicole.net/games

Plot/Storyline -  After the experience in southern New Jersey, you are moved to another division of the FBI and promoted to special agent status.  This new division investigates the stranger cases, and this is one of them.  Cattle have been mutilated, taken long distances from their farms and eaten by something.  There have been sightings of large creatures in the sky and three unsolved murders within recent months.  You are thrust into an investigation ripe with intrigue as you explore Montana while trying to solve the mystery of who or what is killing the cattle, and why three people have turned up dead.  Could it be a creature thought extinct millions of years ago?  Or do the local Sioux Indians have something to do with it? 

STATUS
-------
- planning/designing...100%
- scripting....................100%
- graphics....................100%
- music........................100%
-puzzles......................100%

The game is much more in-depth than Episode 1, and is a LOT longer.

Screenshots (CLICK A THUMBNAIL FOR THE FULL IMAGE):

     

     



Thanks!

Bill
#519
Hi everyone, I have a bit of a dillemma..

My game has one puzzle in particular where you need a special item.  This item is gettable in a very logical way (IE: The item is where it would be in reality, its not a random object in some room somewhere).  The problem is that the player in question (for reasons I can't go into because it might ruin a bit of the game) normally would not take this item.  Its not something they would ever get or use.  Except for this one puzzle when they get to it...

Do you think it would be cheesy for me to restrict the ability to get this item until the player finds this puzzle and needs to figure out how to solve it?  The item WOULD (100% for certain) be found otherwise.  IE: Its somewhere the player would interact with anyway.

My only concern is that by disabling the ability to get the inventory item, the player might not think to go back and get it from here, and might get confuzed..  I was thinking a possible way to handle it would be that when they find the item before the puzzle it says something like "This shelf contains a, b, c, d and e.  You don't want anything from here now," or something similar.

Anyone have thoughts?

Thanks,

Bill
#520
The website is kinda hard to use/see.  The info area is impossible to make heads or tails of.

I dunno..

-Bill
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