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Messages - tzachs

#1121
Quote from: general_knox on Sat 27/03/2010 16:55:29
Oh, I just downloaded The Energizer, tzachs...seems interesting :)

:D :D :D
#1122
Hints & Tips / Re: Ben Jordan 2 Deluxe
Fri 26/03/2010 21:06:07
Quote from: LindaHya on Fri 26/03/2010 20:57:04
If it's important - refer to Len Green's walkthrough which lists all the points after each action.
http://www.gameboomers.com/wtcheats/pcBb/benjordancase2.htm

I don't think that thre's any other way of knowing but to search through that and see where you dropped 1 point!

No, that won't help since this is the walkthrough for the original bj2, not the deluxe version, the puzzles are different here...
Waiting for Leon  ;)...
#1123
Oh man, I finished it with 81 points too!  >:(
Where oh where was that lost point?
Spoiler

I'm guessing something to do with that weird hole in the cave although I tried all my inventory on it...
[close]

Great game nonetheless, a big improvement over the original, and now waiting for bj8  :)
#1124
I second Leon's idea...
And Chicky has not one but three titles she could deliver if I count correctly  ;)
#1125
Hmmm, here are a few:
1. I want to be the one that come to conclusions, I don't want the character to do that for me. Discworld Noir and Fedora Spade managed that pretty well.
2. I want to see the inner working of the police department. Both the team I'm working with (the big cases are not just a work of a single policeman but of a whole team), and the inner politics that dictate which cases are more important, who does what, etc.
3. Good cop bad cop, stakeouts, recording the suspects without their knowing, all sorts of cool stuff that cops do...
4. What goes on inside the investigation room? The Energizer managed that pretty well  ;)
5. Paperwork  ;D
#1126
In your global script, inside the repeatedly_execute function, put:
Code: ags

textbox1.Text = String.Format("%d", Cash);
#1127
Will the window be broken?  ;)
#1128
One small fix, monkey...
Don't do it on the first_load, do it on room_Load.
The reason for this is that the name first_load is misleading, it actually happens after fade_in, so this will not look good..
#1129
The code khris gave you will already work from the game start (since a new timer is started on each room load), with the exception of the first room which will not be randomized.

I don't think that there is a way to randomize the first room, but you can 'cheat' by adding a dummy room that the character will start in (you can make it the room of the logo & start new game button).
Add a boolean global variable, name it ChangingRoomsEnabled or something similar, when pressing on the new game button you can set the variable to true and change the character to a random room, by writing:
Code: ags

ChangingRoomsEnabled = true;
player.ChangeRoom(Random(5) + 1);


and modify Khris's code a bit to only start the timer if the global variable was enabled:
Code: ags

void on_event(EventType event, int data) {
  if (event == eEventEnterRoomBeforeFadein && ChangingRoomsEnabled) {
    SetTimer(1, 400);  // ten seconds
  }
}

#1130
Quote from: Questionable on Thu 18/03/2010 11:57:14
Oh God... I just had a brilliant idea for this, and it ends in a week. I feel like a moron...

Dualnames, I think it's time for your monthly post saying you once did a MAGS entry in a week  ;)
#1131
AGS Games in Production / Re: Open Eyes
Wed 17/03/2010 18:26:32
I totally dig this style  :)
Keeping my eyes open for this one...
#1132
General Discussion / Re: Winter's Shadow
Tue 16/03/2010 22:15:30
The trailer looks really professional.
Looking forward to this...
#1133
The Rumpus Room / Re: Cheesy subtitle for AGS
Tue 16/03/2010 22:02:30
AGS: sounds like an aging ass!
#1134
Hmmm, if I could have any game remade, I would definitely go for Infocom's HHGTTG... I wish somebody will remake this already!  ;)
#1135
I like all the ideas in this thread so far...

I thought about CW's card game idea:
We could make it generic and have all the characters written in an xml file and the game will read the file when loading to get all available cards, the file will be something like:

<Character Name="Rabbi Stone" Attack="3" Defense="3" Cost="5" Img="www.whatever.com/rstone.png">
   <SpecialAbilities>
        ....
   </SpecialAbilities>
</Character>

Then we could make the game upload the file from a server, and we will be able to add new characters all the time to server when new games come out, and the game will update automatically... this would be super cool!
#1136
Looks nice.
The horizon line is too straight though, I think.
#1137
Quote from: GarageGothic on Fri 12/03/2010 10:41:06
Quote from: Calin Leafshade on Fri 12/03/2010 09:10:50
Quote from: TheJBurger on Fri 12/03/2010 08:40:25
I'm finding out very fast that it's hard to demo a slow-paced, story-driven adventure game to an audience of passer-bys with only two minutes to spare.

Explosions.

Tits!

Exploding Tits!
#1138
Use RemoveWalkableArea (with the id of the walkable area your player is standing in) to disable it and make the player not able to move.

Use RestoreWalkableArea to bring it back afterwards...

For the second question, you can create a global variable, name it LightIsOn or something similar. set it to true/false when turning it on/off and check the variables instead of the frames. It will make the code more readable...
#1139
There's already a built in functionality for cursor hovering in AGS. You don't need two cursor modes for each mode, remove the duplicate modes and stick with the original ones.
Look in the designer at the cursors, you will see there the ability to set two views, the normal view and the hovered view.
Simply create two views, each one with a single frame (one normal and the second hovered) and set them, and also set the Animate & Animate on hotspots to true.
That should do the trick...
#1140
Another problem in your code is missing brackets, change the use inv functions like this:
Code: ags

function Hair1_UseInv()
{
  if(player.ActiveInventory == irazor) 
  {
    Hair1.Visible = false;  
    hair +=1 ;
  }
}

The way you did it the hair variable would increase on every inventory being used on the hair, not just the razor...
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