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Messages - Anarcho

#681
Wait, so let me get this straight.  If i have a background drawn in 640x400, and i have masks that were originally drawn in 640x400...you're supposed to shrink it down to 320x200 and import it...and it will still fix in the picture i.e. be the proper size?  I didn't know all this and drew my backgrounds and walk behind areas together in high color.

I spent more hours than i can bear on this couch and tv, and the character has to walk behind them, but i don't want to have to scratch them cause they're hi color.
#682
So should i email chris about this potential bug, or does anyone know how to fix it?

thanks a lot for the other help!

-Logan
#683
Allright, I'm having a wierd problem with idle animation for an npc.  First off, I didn't realize for the longest time that there was a room specific interaction editor (yes, i'm a fool), so i was trying to put the SetCharacterIdle function in all sorts of places.  Anyway, now that i figured it out, i opened the room interaction editor, and in the repeatedly execute section, I set the Character idle on view three with 0 delay.  Which i thought would work and kinda does.  The problem is, my npc only goes into the idle animation when my main character LOOKS at various things.  So in other words, the player looks at the couch, and while the display message is up, the character goes into the idle animation.  But i want him to do the idle animation whenever he's not being interacted with...

Maybe my other tinkerings screwed something up, but i can't figure what i did.

One other thing, for the idle animation view, there are two loops because its so long...but after it goes through the first loop, it goes into the second, and when done, only repeats the second loop.  I want it to repeat the entire thing.  I think i might have seen this problem elsewhere, so i can look it up later if no one wants to answer.

thanks,

Logan
#684
Wow, thanks for making me feel like a total asshole.  I take back all the nice things I said in my heart-felt post.  I meant none of it, and this stupid engine blows.  And I would NEVER pay for AGS, cause it's worthless.

what is it you brits say?  What a bunch of wankers?  

And who was actually in on the stupid thing?
#685
$100 dollars is a LOT of money if you're income is in Zlotych, not that mine is, but I understand the sentiment.

I'll still register though.  I haven't released my first game yet, but after pounding it out for six months, I refuse to give up now.  

Although the "underground" spirit of AGS and its community is one of its best attributes, it's better that Chris keeps the project going rather than give up on it for monetary reasons.  I know how tough it is to keep hobbies up when managing full time employment.  And furthermore, how many times have people on this forum talked about their dream of making games for a living...if this fee means that Chris can do something cool like make/improve a high quality engine like AGS for a living, then support him!


my two cents,

-Logan
#686
I've tried to play the original a slew of times, but have never really gotten anywhere.  The graphics and sound were great, but i just couldn't get a rise out of pulling levers just to see if something happens.  Is it an adventure game?  Kinda depends on your definition, but i would say so.  It's just a certain kind of adventure game, one that i personally don't like.
#687
I don't think cliche has to be a bad thing when it comes to adventure games...so much of the genre hasn't been explored yet.  Sure we all know about how computers could take over the world, but have we all lived it via interactive gaming? sure there's been some games, but i think it's possible to build on common ideas to make a cool game.  Look at King's Quest, Roberta Williams literally took fairy tales right out of the books for that one.  But it was awesome because it was new, because it was interactive.

go with any of the games, but like someone already said, go with idea that you like, just find a way to make it manageable.
#688
What actually goes on at Mittens?  Have there been many others in the past?  And how many people attend?

just wondering,

And my name is Logan by the way, i'm new (though a long time lurker.)

-logan
#689
oh, i did not know that.  I just assumed it was the same everywhere.
#690
Of course it's American, all of the properties are in Atlantic City, and why would the British make a game with streets like "Connecticut Avenue" and what not...

http://www.hasbro.com/monopoly/pl/page.history/dn/default.cfm

i have too much time on my hands.
#691
This was a really excellent game.  The designers should really be proud.  It makes me want to do an agi game some day.  A couple thoughts:

Like 5 days a Stranger, i loved how they used the passage of time and movement of characters to various rooms in order to involve the player and create tension.  At the start of each day, I really wanted to go through every room and account for every character, to make sure everyone was still alive.  

The story was really developed, it wasn't novel length, but long enough for the player to really feel involved.  I really should have gotten actual work done today, but instead i finished this game.  Maybe it's something about the horror, suspense genre.  You don't have to have lot of wierd nonsensical puzzles to make a good game, just a good interactive story.  

I could have done without the arcade sequence.  It's nit-picky, but dying constantly just pisses me off.  Maybe next time the player can opt out of the sequence like in pleurburg (sp?).

And something else story-wise.  I really wanted the plot to be a bit more mysterious, or supernatural.   The ending felt more "murder she wrote" or something.  Don't get me wrong, i loved it, but that's just a personal critique.

Overall, great game, way to go!  These kinda games really prove that there's a future in adventure games.

-Logan
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