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 - Cardician

#1
Yeah, actually I hadn't even considered it tying in with AGS. That does make a lot of sense. Of course that isn't possible without Chris and obviously is not an important enough task to waste his time with.

Yeah, pen & paper is the typical way to do it, but I tend to be less organized that way. The only drawback to what I'm thinking, other than it not being part of AGS, would be the lack of graphic support. Though I suppose you could somehow tie files into it, unless you wanted to go all out and tie the ability to actually display or draw graphics.

Anyway, just curious is anyone knew of anything pre-existing. I certainly wouldn't bother Chris with this as he obviously has more important things to be doing with his time and its not really an integral part of the AGS application.

Hotspot, I was thinking of attempting something along the same lines if no one knew of anything already. We'll have to see what we come up with and compare notes. Who knows, it could be something others would find useful as well.  :)
#2
Hello all, sorry if this is the wrong spot but after consideration I couldn't figure out where else it might go.

My question is, are there any existing utilities to help one with the design of their adventure game? By this I mean a little app or something that aids in laying it all out and keeping it organized. Like provides a section on characters, dialogue, plot, a section for maps and so on. Does that make sense?

For example, there are apps that are specifically geared towards writing plays and such, I was wondering if there was something specifically geared towards helping us write adventure games.  The character section could link to the dialogue for that character. The map section could show how all the rooms connect and map to each invidual room description and items in the rooms, and so on and so forth. Just seems like something like this would be really useful for this community to help us create our game designs so I thought there might be something out there. Thanks  :)
#3
QuoteSo, people, please don't do Myst-like games! ;D

;D Well since we're in agreement there, I change my stance. No one of us should tell anyone what kind of games to make. But two of us, thats a different story. I hereby appoint you and I as the good idea committee. If we think its a good idea, it can be made into a game, and the opposite is true as well. As our first declaration...

From here on, no one is to make Myst type games. Abisso and I have spoken, so it is written, so it shall be done! (or not done in this case)

PS - Failure to comply with the good idea committee's rulings will result in inmediate surrender of your computer and all other electronic possessions.
#4
Quote from: Abisso on Wed 25/05/2005 11:22:18
Ever wondered why aren't there so much adventures of that kind?Ã,  ;)

Anyway haven't criticized Tom Clancy's books and genre, I just said that I don't like them, and I found them inappropriate for a pure graphic adv.

I completely respect your opinion, just saying that I hold a different opinion.  ;)  My main point is that no one of us should tell someone else what kind of game they should or shouldn't make. If he wants to make a Tom Clancy type game, great. Just because you don't like it doesn't mean others won't.  :) I despise Myst games and all its clones, but tons of people love them and they keep getting created. I'm not going to go around and tell game makers not to make Myst games. Who am I to tell other people what not to do just because I don't happen to like it?

That's my point  :)
#5
Quote from: Scummbuddy on Tue 24/05/2005 18:28:29
Ah.. the great LucasFan
http://people.freenet.de/lucasfangames/maniac/index_eng.htm

Ah, its these guys. Awesome. I played their New Adventures of Zak McKracken but haven't checked their site in some time. Didn't realize they were working on another sequel. Sounds great!  ;D
#6
Quote from: tolworthy on Thu 12/05/2005 19:04:37
Hey, this is great! We're discussing my favorite game on the AGS board! And it's totally on topic because the first Zak sequel was made with AGS. And the latest one is as well. :)Ã,  :) BTW the next sequel is due out at the end of the year and it looks like being amazing: needs 2 CDs, has 20 movie cut scenes, made by a serious bunch of dedicated Germans... you KNOW it will be good :)

Can you possibly provide more info on the newest sequel? Like a website or something? I hope they release it in English as well. I'm already drooling :)
#7
Quote from: Stee_notloggedin on Tue 17/05/2005 21:49:25
I assume psychonauts is not a sports game?

Psychonauts is actually a 3rd person platformer, like the Mario games or the Ratchet & Clank games. I guess these days they call it an action/adventure game, but whatever, its a platformer.

Quote
I'd buy the PC version anyway if I was to buy one. I always like the fact that games on PC can be modded.

I'd recommend getting it for a console. Just my opinion, but PC does not work well at all for platformers, and the PC reviews of Psychonauts seem to back this up.

IMO, if Psychonauts is as good as Ratchet & Clank, I'll definitely obtain it. I loved those games. :) And heres to Schafer for being so creative. Its an inspiration and I love to see it.
#8
Critics' Lounge / Re: pic
Tue 24/05/2005 13:43:42
I'm sorry, but these are incredible. PLEASE tell me you're either an artist or studying to become one or are planning to when you go to college! You, my friend, have talent! I'd give up my current job and fairly good salary in a heartbeat if I had even half that artistic skill. Please don't let that talent go to waste.Ã,  :)

PS - Seriously, if you let that talent go to waste, then....I hope bad things befall youÃ,  ;)

PPS - I really love the picture with the flying pig. Hilarious not to mention incredibly drawn and shaded. They're all great, but that one is really funny too (at least its my kinda humor).  :)
#9
Critics' Lounge / Re: Jac unholstering gun
Tue 24/05/2005 13:31:46
Man, this is AWESOME! Please post a little more info on your methods. I hadn't considered the idea of usin mocap and then extracting the frames, animating and coloring them. Great idea and might help this otherwise talentless artist. What kind of camera did you use? Any other details you can give? How exactly did you extract frames from the mocapped video?

Thanks. And I PMed you as well, just because this looks so great and might finally be the method I've been looking for to add art to my game.  :)
#10
Quote from: Abisso on Wed 18/05/2005 10:03:14
Good luck, then. And focus more on supernatural and indy features, than tom clancy's ones, I suggest.

I disagree completely. I personally LOVE Tom Clancy books and Tom Clancy style adventure games can be awesome and in fact are not really done that much. There is the whole Splinter Cell thing, but thats not so much adventure as it is action/adventure. Definitely stick with the Tom Clancy thing. Many people love them.
#11
Its there with everything else when you download AGS. Its the file called ags.chm. If you actually run AGS and select Help, it'll bring it up. Thats the entire manual as you'd find it online.
#12
Quote from: Ishmael on Fri 18/02/2005 16:25:28
It's already at some sort of progress:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13855.0

Alright, thank you. Glad to see someone else is (hopefully) working on it. Sorry for the post, I should have done a more thorough search. ::)
#13
Hello all,Ã,  :)

First let me apologize if this is in the wrong forum, but I'm really not sure where I should post this due to the nature of my question.

I have a humble question to pose to the AGS community regarding the Demo Game. This is the demo game that is available to download along with AGS. I recently discovered AGS myself and learning from example is one of the ways I learn best. Upon looking at the demo, while there was tons of useful info to learn, I also discovered quite a few incomplete portions. In looking at the download page I noticed that the last time the demo was updated was in 2002. Quite out of date, especially considering the drastic changes that have been implemented with the new beta version of AGS. As I'm learning more about scripting with AGS, I realized a really great way to learn might be to actually remake the demo game by finishing the incomplete portions and updating all the script.

My question is this. Would it be beneficial to the AGS community for me to do this and release it? I would love to give back to, from what I've seen so far, such a wonderful community by doing my share to help out. It also seems like it'd be a great way to help other newbies like myself in learning AGS and scripting if the demo were more complete. I ask because the last thing I want to do is step on any toes or cause any problems. Plus for all I know this is already being done or there is something even better out there that I haven't come across. I'm just not up to the point yet of making my own game and thought this might be really helpful to others.

And just so there are no worries, I am employed full time as a computer programmer. So technically speaking I should have the skills to accomplish thisÃ,  :)
#14
 ;D Thank you very much all. I have not yet had a chance to test the suggestion as I'm at work, but I'm pretty postive its exactly what I was looking for.

I should have figured this out myself but it was late when I posted and I was tired and brain dead. It didn't even occur to me in my stupor that as this is a beta release the manual might not be 100% accurateÃ,  ;)Ã, 

Thanks again to all for the help. And hopefully I too provided some help in regards to the manualÃ,  :)Ã,  I love the changes from 2.62 in the scripting functionality. Keep up the phenomenal work!

PS - Sorry for posting in the wrong forum. It seemed like a pretty newbie question to me and I didn't want to upset anyone so I originally put it in the Beginner forum. Hopefully my next post I'll get in the right place.  :-\
#15
Hello all,

I decided to switch over to the latest beta, since the scripting functionality is changing. I thought it would be better to learn it sooner rather than later. Anyway, I'm getting the following error with this line of code

Code: ags
inventory[player.ActiveInventory].GetName(buffer);


Error: cannot convert 'IventoryItem*' to 'int'

Now I understand what the error is saying, but what really baffles me is I copied this line of code directly out fo the manual. So my question is two fold.

1) What exactly should I put to make this line of code work? I'm trying to use GetName with the new script functionality.Ã,  ???

and

2) Is there a problem with the manual? This is exactly how it tells me to use this line of code under the GetName(inventory) explanation and yet it doesn't work.

Thanks for any and all help. Also I tried searching for this before posting but couldn't seem to find anything. There are so many different terms I could search on it just seemed rather futile.Ã,  Ã, :-\
#16
Thank you so much. Exactly the answer I was looking for. I thought it was something in code and completely passed over this setting. Sorry to waste everyones time, thanks again :)
#17
Hello all,

This is my first post. First I want to say that finding this site was like a dream come true. From what I've experienced so far, AGS is a fantastic app and I can't wait to become even more knowledgeable about it.

My question is concerning the LEC GUI. I actually copied it from the Demo game and put it into my own little test app. I've been playing with it and other things and so far, everything seems to work great. However one minor problem has occurred that I can't for the life of me figure out. Whenever I interact with something using the LEC GUI, all the buttons of the gui become selected in a very ugly and distracting way. I apologize for such a lame description but really I'm not sure how better to describe it.Ã,  Here is a picture that will hopefully give people a better idea of what I'm talking about:



This only occurs while the game is responding to the user input, by displaying a message or something. Once the input is gone, that highlight that you see in the picture over all the buttons dissappears. Here is how it normally looks:



Also, if anyone is willing, I've uploaded the entire game (very tiny since there is just the one room and all) and would love someone else to take a look at it and point out what is wrong if possible. To get the zip file just go here:

Download me here

Everything is there that you should need since I just zipped up the directory itself. Its only 637k I believe. Any and all help would be greatly appreciated. Thank you very muchÃ,  :)

PS - Pay no attention to the fact that I'm using PQ2 graphics and sprites. I was just playing around learning AGS and have every intention of creating my own original artwork.Ã,  :)
SMF spam blocked by CleanTalk