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Messages - veryweirdguy

#761
Hints & Tips / Re:frank the farmhand
Wed 14/04/2004 12:34:40
Spoiler
Have you made it to the park yet?
[close]
#762
Hints & Tips / Re:frank the farmhand
Wed 14/04/2004 11:03:24
LOL! It's in Completed Game Announcements:

http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=13100

Great game, as well. I'm stuck at this bit too, btw. If I get any further, I'll post here.
#763
I got further this time, & have encountered no more bugs (except the legs spreading open sometimes while he talks, but you mentioned that in the readme).

I like this game a lot. I am (so far) up to the bit with the prof's appartment. But I did notice something which made me laugh that you might want to change.

I tried using the knife on myself (just to see what would happen, if anything) and he said 'I'd look pretty stupid wearing a plain blanket'

Not a major thing, but y'know.

Great game, anyway!
#764
Nice graphical style you got there (I loved the intro), but I didn't get far into the game before I encountered a bug.

On the first screen, I looked in the trash (what? any good adventurer should look in the trash first) & this box came up:



The game crashed as well.

But I'll start again, it looks like a good game!
#765
Adventure Related Talk & Chat / Re:AGS Fighter
Mon 12/04/2004 17:46:37
Well, I suppose we'll go with KOF91 then, 'cos our very own Gilbot was part of the team for that one!

Not 'cos it's easier for me or anything.......heheh.......

List of moves needed (as quoted by SSH early on):
Quote from: SSH on Fri 11/07/2003 15:59:07

How do I add or replace characters ?
====================================
      One good approach to add a character for the first time would be
      to edit an existing sprite-set and replace each image with your own art .
      Then , you will learn to edit the char.ini file as you feel the need !
--> You'll have to rename sprites as follow :
  |===============|=======================|=========|==========================|
  |    ACTION     |         SIZE       | FRAMES  |    NAME    |
  |               |               |(maximum)|            |
  |===============|=======================|=========|==========================|
  |  STATIC   |              |   20    | static1.pcx-static20.pcx |
  |  BLOCK   |        |    1    |  block1.pcx |
  |  GROUND-BLOCK |        |    1    | gblock1.pcx |
  |  CROUCH   | static_w  x  height   |    1    | crouch1.pcx |
  |  JUMP   |        |   *5*   |   jump1.pcx-jump5.pcx|
  |  HURT   |        |    3    |   hurt1.pcx-hurt3.pcx|
  |  GROUND-HURT  |        |    3    |  ghurt1.pcx-ghurt3.pcx|
  |  WALK   |        |   15    |   walk1.pcx-walk15.pcx |
  |===============|=======================|=========|==========================|
  |  WEAK PUNCH   |  wpunch_w  x  height  |   10    |  punch1.pcx-punch10.pcx|
  |===============|=======================|=========|==========================|
  |  WEAK KICK    |   wkick_w  x  height  |   10    |   kick1.pcx-kick10.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG PUNCH |  spunch_w  x  height  |   20    |  punch1.pcx-punch20.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG KICK  |   skick_w  x  height  |   20    |   kick1.pcx-kick20.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-PUNCH    |  apunch_w  x  height  |   10    | apunch1.pcx-apunch10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-PUNCH |  gpunch_w  x  height  |   10    | gpunch1.pcx-gpunch10.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-KICK     |  akick_w  x  height   |   10    |  akick1.pcx-akick10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-KICK  |  gkick_w  x  height   |   10    |  gkick1.pcx-gkick10.pcx|
  |===============|=======================|=========|==========================|
  |  KO/kicked    |     ko_w  x  height   |   *5*   |     ko1.pcx-ko5.pcx  |
  |===============|=======================|=========|==========================|


Special moves are also available (projectiles & strong finishers, y'know the sort of thing). If you are unsure about whether a special is possible, PM me with the details.

Let the games begin!
#766
Adventure Related Talk & Chat / Re:AGS Fighter
Sun 11/04/2004 20:59:50
Yeah, I forgot to mention, anyone can do the sprites of any AGSer, it doesn't have to be yourself. You could even do an AGS character, just use your imagination people! Remember the more you do, the more cookies you get!!!!!

Anyway, I thought of something earlier: which engine should we use?

See, originally it was going to be KOF91, which I think is a nice, easy, simple system to use. But then Iqu said he was doing Ronbat in MUGEN, which is a lot more complicated. I changed this one to MUGEN for the possibility of character crossovers between the two projects.

Well, I haven't heard from Iqu in a while, so I assume he's forgotten about us/Ronbat, & I think it would probably be better for us to go back to using KOF91, as the system is much simpler, IMO.

What does everyone else think? Which engine? Download them both & try them out.
#767
Adventure Related Talk & Chat / Re:AGS Fighter
Sun 11/04/2004 10:55:46
No, this never worked out.

For it to work, people would have to make themselves as a character, but sadly, not a single person sent me any sprites to put into it.

I made a couple (Roger & Helm), but they got deleted in a big computer crash thingy (excuse the technical lingo).

I'd be willing to start again, if anyone were to actually make themselves as a fighter.
#768
General Discussion / Re:Topic Writer 1.0
Fri 09/04/2004 20:22:31
Oh, now I see, in the last topic people were saying that it was an empty zip file, but I have downloaded this new one & it works. Good job!
#769
General Discussion / Re:Topic Writer 1.0
Fri 09/04/2004 20:18:51
Er.........you already told us about this.

The original topic.

Sure, it got sidetracked as a discussion about if Squinky were a goth, but hey!
#770
Critics' Lounge / Re:high in the sky
Thu 08/04/2004 16:08:33
Quote from: OSC on Thu 08/04/2004 15:41:56
yuk gradients

I don't think there's anything wrong with using gradients, it's just they can of course be used badly.

Some people think that by adding gradients, your picture will be automatically be improved 217%, but of course it's not the tools you use, it's more about how you use them. Same goes for filters.

So, in moderation, this stuff can be used to your advantage, as long as you don't go overboard.

But then, what do I know. I still have a lot to learn when it comes to bgs. :P

#771
If you need any more names, VWG is often thought of as very catchy. Plus, it has a 'V' in it, which is always a bonus.

This is gonna be such a popular game...........damn war propeganda........
#772
Critics' Lounge / Re:high in the sky
Thu 08/04/2004 15:38:15
If I were you (which I'm not) I'd check out Miez's tutorial. At about 2.1 it shows how to do the sky. It uses a gradient, & it looks really good!

Also, scroll down to 2.3 for some advice on clouds - it looks a little bare without.

Now do you understand why we worship Miez so much?
#773
Usually the x co-ordinate comes first, but I suppose it is up to the host whether it can be the other way around as well.
#774
The only problem with saving .avis in Flash (as far as I can see) is file size.

In a quick test I did, I opened a little movie that was 124kb as a .swf. I went to 'Export movie as' and saved it as an uncompressed .avi (I chose 'uncompressed' as I didn't know which compressers would work with this movie & which ones would work in AGS). The final size for the .avi turned out to be 106mb :(.

So yes, I think a feature like the one Terran suggests would be useful.
#775
Hints & Tips / Re:night of the hermit
Sat 03/04/2004 21:03:42
#777
Wow, thanks a lot, I hadn't seen a lot of these. They look really useful!
#778
Hints & Tips / Re:Night Of The Hermit Room 99
Wed 31/03/2004 17:05:42
Ring the bell & get the elevator to squash you. This way you are small enough to fit through the hole.
#779


I was going to make it a longer animation, where she pulls out a chainsaw & turns evil, but I couldn't really be bothered didn't think it would fit in with the rules.
#780
General Discussion / Re:3D Adventure Games
Fri 26/03/2004 19:51:20
What? ANOTHER zombie thread? What has been going on here lately?

This never used to happen......
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