Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - stepsoversnails

#21
I HOPE YOU'RE FEELING NOSTALGIC BECAUSE...
My first AGS game, In Another Castle, will be released in time for the showcase(hopefully).



Featuring: These shmucks and many more.
#22
so many great new features.
I love how clean my GUIs look now.
And the new sound group just pulls at my little OCD heart.
I did however run into a problem. I went to check out the new Show Characters feature on the room editor.
When i clicked on a character in the room i got and error.
I sent an error report.
I was running a game made in the previous editor, if that helps.
#23
having arrows over exits is always a good idea.
sometimes in natural environments it can be unclear what is and isn't a path, especially in low res games.
The game will also flow better if the player doesn't constantly have to select the use icon then click on a door.
but if you're putting them in your game be sure not to use the cliche big red arrow, try to make it relevant to your games universe or theme.
if your game is about big red arrows then i suppose its okay.  ;D
Combing multiple inventory items is a neat idea. If the items are clearly meant to be put together then putting all those things together is like a small achievement for the player to feel good over. Sometimes combining multiple items together can be a puzzle in it's own. Like in the latest Monkey Island games you have to combine different coloured fluids you have gathered in little shot glasses over the island area.
Though try not to take a page from Monkey Island 4 with the useless prosthetic body parts. i lost count of the amount of things i used that abomination on. All because i was able to put it together, i figured i had to use it.
#24
Critics' Lounge / Re: A Tasty Verbcoin
Wed 30/03/2011 18:52:16
this is the final design.

I like it. It's not over complicated but it still stands out amongst the environment.
I even put the ags mug in there!
#25
Critics' Lounge / Re: A Tasty Verbcoin
Wed 30/03/2011 04:17:00
yes. that looks fantastic!
But i really want to show the medieval side more than the food part. It is a great idea and i'll try it with some more designs.
thanks!
#26
Adventure Related Talk & Chat / Random Clutter
Mon 28/03/2011 18:25:58
We've all seen random clutter in adventure games. It's that stuff you wanna touch but due to a flimsy excuse or a grumpy NPC, you can never have it. Random clutter has always been more important to some games than in others. With some rooms being made entirely out of it.

In most games it's an opportunity to get creative and have fun.

and some games just wouldn't be the same without it.

So tell me your favourite clutter. Be specific as you like.
Personally, i can't resist reading every single tombstone i see in any adventure game.
#27
wait. i just found a neat little way around that problem.
i set the textbox to be invisible and to by default have words written in it already. so when the play hits load it just loads the selected sample.
#28
you're module is good but i've decided not to over complicate things.
so i'm following this tutorial http://americangirlscouts.org/agswiki/Creating_Custom_Save_and_Load_Dialogs on how to make save/load screens.
though at one point it tells me to put in the code  txtLoadName.Clickable = false;
i've put it in but the txtloadname text box is still very much editable.
#29
I really want to use the A.S.S template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38928.0
But i also want to use the Verbcoin Template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
I've tried my best and merging them into one game but it never works.
is this a lost cause?
#30
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 17:18:37
here is a new one that keeps it a bit more simple.
I took out the little action banner thing, too.
#31
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 10:35:56
The egg suggestions are great because the character himself is an egg.

And forks and knifes crossed also make sense because in this little universe of food people they use cutlery as their weapons.
I think i have a few new ideas now but i'm still keen on keeping the action banner.
#32
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 10:16:09
its at 800x600.
the banner works great for now. But if it complicates things i'm okay with removing it. Good idea with the single face. I'll have to make some more alternatives.
#33
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 09:57:27
yes.
i think i made a mistake having the character pull the little OOOooo face for the look icon.
but the actual faces themselves are the same as the face of the main character. I do see your point though.
#34
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 09:28:55
so far all the actions have fit in the banner.
I'm really trying to push the medieval/food thing here. Bacon is pretty common breakfast food in america and where i'm from, Australia.
Their actually meant to be a weird sort of variation of the flares you would find on a real coat of arms.
such as these.

the verb coin is consistent with the world surrounding it.
I'm really looking for ideas on the medieval/breakfast food thing rather than just breakfast.
#35
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 08:42:20
the "lined curly things" are actually bacon.
#36
Critics' Lounge / A Tasty Verbcoin
Sun 27/03/2011 04:37:01
This is a rough design for the verbcoin in my game.

You have to believe me when i say a coat of arms made from breakfast foods is relevant to my game.
The images you see are also the actual size they will appear in the game. The final version will have colour and replace the lined shading with coloured shading. The bottom banner has the action appear on it (Kick rock, lick icecream, talk to old man).
So i need advice on different breakfast items i could incorporate into the design. Also, if anybody has any good medieval fonts that read clearly in AGS that would be much appreciated.
#37
Uck.
I just found this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36163.0
which answered my question.
sorry.
I'll lay off freaking out and posting threads for a while.
;D
#38
I'm so sorry for making all these posts.
But it's like i'm the only one running into these problems because nothing comes up when i search for the answers.
so, pretty much, when i use the cChar.Walk function he doesn't walk to the coordinates i put in. he just, walks to a completely different location.
At first i thought it had something to do with the room being a scrolling room.
now i think it might have something to do with the fact that i'm using the verbcoin template in a resolution of 800x600.
But i really don't know.
#39
I'm trying to set up regions with different walking sounds.
so naturally i'm using the SetFrameSound function.
but, after entering the code into the regions walks onto event and trying to run the game it comes up with the error: room1.asc(9): Error (line 9): Undefined token 'SetFrameSound'

I thought this function was built into the editor. Why would it come up as an undefined token? Or is there something i'm missing here?
SMF spam blocked by CleanTalk