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Messages - Andrew_Baker

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1
Mega Tokyo AGI Archive / Re:Effects
« on: September 28, 2004, 11:35:31 PM »
Well, you can take control from the player...  I think it's computer.control() or something (It's been a couple years since I did AGI programming).  Then, after the pooping animation is finished, you use player.control() to give control back to the player.

All of this is in the excellent help files found in AGIStudio.  Study them, learn them, sleep with them under your pillow.

2
Mega Tokyo AGI Archive / Re:Contest Results
« on: September 01, 2004, 06:53:20 PM »
Hahaha, those are great, some of the most f%^&ed up games I've ever played.  Simply fantastic.

3
Mega Tokyo AGI Archive / Re:AGI Tetris
« on: September 01, 2004, 06:31:33 PM »
Wow.  I didn't even think it was possible!

4
Mega Tokyo AGI Archive / Re:V Project Update
« on: August 23, 2004, 07:21:11 PM »
Congratulations on your renewed vigor.

Nice to see you back on the forum.

5
Mega Tokyo AGI Archive / Re:AGI & Mac OS
« on: June 26, 2004, 09:27:53 PM »
VG:QotD has a similar problem in a couple of rooms.  It isn't necessarily fatal.

In VG's case, it has to do with flood fills in the Pic resource.

When I have time, I'm going to fix the afflicted rooms, so VG will be up to original interpreter spec, but for anyone who wants to play other games that don't seem to work:

Open up the Pic resource for the offending room in AGI Studio.  Look for very large fills.  Delete this fill and use lines of the appropriate color to divide it into multiple sections.  2-4 should be adequate.  Now refill these sections with the original color.

That should take care of these kinds of problems for a lot of new-school AGI games, I'm betting.

The other option may be that there are too many different painted parts in the game, like shading or intricate details.  Try erasing these if the above technique doesn't seem to work.

If that doesn't work, then it may be a code issue, in which case, you'll have to ask the original developer to fix the issue, unless you want to go digging through the code.

6
Mega Tokyo AGI Archive / VG:QotD freeze in classic interpreter?!
« on: June 04, 2004, 10:42:35 PM »
I recently received an e-mail from someone playing Voodoo Girl that I think was using the classic interpreter.  She claims that in the Dream World swimming level that when she tried to enter the small caves to the far top-left and far top-right that the game froze up on her and she had to exit the interpreter.

This is a very serious bug, so I was wondering if someone else had the same problem in this location or any others.

I'm pretty sure I know the reason, but if I'm going to make an update, I want to know A) as much about this problem as I can before I start hacking away at old resources and B) if there are any other areas in the game that need fixed.

Thank you

7
Mega Tokyo AGI Archive / Re:My new game: Save Santa, is released!
« on: June 04, 2004, 10:35:02 PM »
It's not late, anymore.

Now it's early XD

8
Mega Tokyo AGI Archive / Re:Newb
« on: May 29, 2004, 12:11:55 AM »
Download the source.  You can view the game in AGIStudio, but with the source you'll also get the defines and comments, which should help immensely.

9
Mega Tokyo AGI Archive / Re:Is Enclosure appropriate?
« on: May 23, 2004, 02:57:42 AM »
While it doesn't show it, there's some text that says that some of the characters have sex.  You probably should play it first, so you can judge whether it's appropriate for your household.

10
Mega Tokyo AGI Archive / Re:Newb
« on: May 19, 2004, 11:58:47 PM »
The best way is to download source code and have a look at it.  You can get the code for Voodoo Girl:  Queen of the Darned from www.voodoogirl.cjb.net.  This includes the actual game, graphics, sound, etc.

I'm sure there are other examples out there, as well.  Everyone who posts on this board is intelligent and helpful.  Ask for code to look at, or where to find tutorial *code*, and you will probably receive.

BTW, if you have any difficulty deciphering my code (it's not the most well-written, although some of it is clever ::) ), you can message me through this site or my website or e-mail (failrate <at> hotmail <dot> com)

11
Mega Tokyo AGI Archive / Re:stuck in Voodoo Girl
« on: November 04, 2003, 04:00:19 AM »
I've actually been writing the walkthrough file for Voodoo Girl.  Here's an excerpt...

>>>SPOILER ALERT<<<
Okay, now go to your hut and drink the dream brew.  Since you were smart enough to go get another eye of newt after trading yours to Momma Hoodoo, you'll be able to see the base of the walls in the Crystal Maze.  Otherwise, they'd be invisible, and you'd have to feel your way about.

Exit to the right.  Talk to the worm between the two giant flowers.

All of the answers to all of the questions can be found by looking at scenery and talking with villagers and loa.  Failing that, trial and error will do nicely.  I refuse to print the answers to Wheel of Jeopardy.

When you win, go up.

Pick up some of Twinkie-Dinkie's hair.  Put it on the doll.  Go back all the way to where you entered the dream world and go down.  You'll return to the waking world.  Leave the hut and go up and to the left.  You should see a big cliff to the left.  Throw the mange-covered doll off of the cliff.  Now Twinkie-Dinkie is dead!  Go back to the dreaming world and retrace your steps.  Go up one room from Twinkie-Dinkie's house.  Throw the sleep bombs at the guards.  That fixes them nicely.


Okay, so I'm just going to go ahead and finish that tonight and post it on my website.

12
Mega Tokyo AGI Archive / Re:Good Ol' Adventure CANNOT BE DEAD!
« on: October 07, 2003, 06:32:30 AM »
Uh...  I use Linux, so I should reiterate...  IE *and* Windows are both wastes of filespace.

Just kidding, though, as I use XP for work.

13
Mega Tokyo AGI Archive / Re:Good Ol' Adventure CANNOT BE DEAD!
« on: October 02, 2003, 02:37:01 AM »
I'll repeat to Joey...  when they support Mozilla, I'll probably go there.  IE is a waste of filespace.

14
Mega Tokyo AGI Archive / Re:Time Quest Demo 2
« on: September 29, 2003, 08:36:32 PM »
Hey, is that the lock on the door to your lab?  No, wait, it's on the machine, isn't it?  Crap...  anyway, I remember there's a way to walk through the door, but then you'll be stuck in the lab.

15
Mega Tokyo AGI Archive / Re:strange problem
« on: September 29, 2003, 08:33:37 PM »
Yeah, check your other logics like Logic.000 to see if they are calling any logics that are parsing your commands before your current room logic is.  And I can't stress enough that you add some debug logic into your rooms, so by going into debug mode, you'll get a display of what's going on.

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