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Messages - Jelle

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1
Mega Tokyo AGI Archive / Re:My new game: Bob The Farmboy is ready...
« on: October 08, 2003, 02:54:40 AM »
Something's wrong with the "toilet" :D
I entered the cabine and said "shit". It first said "aaah that felt good" and then it said: "you're not close enough" and repeated saying that everytime I pressed enter. Maybe you forgot to (re)set a flag...


- Jelle

2
You know, you can always donate money to people who created/worked on AGI Studio, NAGI,...

Jelle

3
Mega Tokyo AGI Archive / Re:Remembered Inventory
« on: June 04, 2003, 09:08:37 AM »
Use G

4
Mega Tokyo AGI Archive / Re:Score question
« on: April 17, 2003, 09:50:12 AM »
I think that a score is a little more important then people think. I gives the player an idea of the importance of his actions... Say, if you do a lot of things and you always just get 1 point, but than you do something and you get 10 points. You will know that the thing you did is something very important and it may be helpful in your game...

I have my own rules about giving points, e.g. picking up stuff: 1 or 2 points. In the game I'm working on (still :-[) the player must complete three (it may be four when the game is finished) jobs. For each job you complete you get 15 points. That's a lot, so the player will know it's important.

The scoring also depends on the difficulty of the actions. I think in KQIII you get 10 points for each potion you make... Some things are not very obvious, so you must give many points for it...

So, I don't think you should really care about the max score. Just make your game, and see how much it is in the end.


Jelle (still alive 8))

5
Mega Tokyo AGI Archive / Re:games in dev
« on: April 03, 2003, 09:57:51 AM »
It's NOT doing a fine job!
But you're going off topic...

I'm still working on Captain's Quest, but you know school :( :(

6
Quote
well actually jelle, with apollo ships, thats what happens. the nose part separates from the lunar lander, then comes back to earth like on the tour.
I know that, I just didn't expect to see it in your AGI-movie... ::)

7
Mega Tokyo AGI Archive / Re:Quick Help!
« on: January 23, 2003, 04:18:34 PM »
view 0?  you mean object 0?   yes I think so...

About KQ4...  you need the solution to play the game or what?   I got that buggy version of KQ4AGI, it won't open logic 134... >:(

8
I agree with Nick and Eero, but still it's really cool!

The landing's great! Didn't expect to see the engine been blown off! Cool.

9
Mega Tokyo AGI Archive / Re:All AGI Games I've got!
« on: January 14, 2003, 03:53:11 PM »
King's Quest IV (the AGI version ;))

10
Mega Tokyo AGI Archive / Re:Very wierd problem.
« on: December 19, 2002, 05:12:56 AM »
If I were you Joey, I started all over...   And try to remember what you delete... ;)

11
Mega Tokyo AGI Archive / Re:Very wierd problem.
« on: December 18, 2002, 06:59:39 PM »
I had that problem too once...  (my picture was all messed up with strange colors and stuff). I think it was some memory problem...

Do you know exactly what you have removed?

12
Mega Tokyo AGI Archive / Re:Vector question.
« on: December 16, 2002, 04:53:54 PM »
Don't take this too serious Joey, but do you ever find something out yourself?

You can download Noptec Vector from Brian's site, from Nick's site...

Here's the homepage: http://www.noptec.com

13
Mega Tokyo AGI Archive / Re:Timed playing of views
« on: December 14, 2002, 02:44:33 PM »
Check room 17 in Space Quest II, when the ego is trapped he goes up and down a few times, but it's just one cycle over and over...

14
Mega Tokyo AGI Archive / Re:Magnifying glass
« on: December 12, 2002, 04:35:38 AM »
You mean like that screensaver in Windows?

Well, I don't think you can do that in AGI... Just because you can't actually draw something on the screen, you  can place some views on it.

To do the magnifying thing you have to check every pixel (under the magnifying glass) to see what color it is (I guess)...

15
Mega Tokyo AGI Archive / Re:Timed playing of views
« on: December 11, 2002, 10:21:19 AM »
Quote
And also, I noticed that I can't end.of.loop a view a few times after each other, for example to play an animation three times only, using an incrementing variable in between. What would I have to do here

Well, I don't know if this is the best solution, but I know that in PQ2, they do it like this:

Code: [Select]
if (said("do","animation") && !f100) {
  set(f100);
  animate(o1);
  //blabla

  start.cycling(o1);
  v100=0;
}
v100++;

if (v100==50) {
  reset(f100);
  stop.cycling(o1);
}

You don't know how long (in seconds) it will cycle, but you can say how many times you do a certain loop... If a loop has 5 cels, and you wait until v100 = 50 then the loop will be cycled 10 times (each cel will be displayed 10 times)

If you want the loop being drawn on a random moment, do this:

Code: [Select]
if (!f100) {
  random(0,20,v101);
  if (v101==0) {
    set(f100);
    animate(o1);
    //blabla

    start.cycling(o1);
    v100=0;
  }
}

v100++;

if (v100==50) {
  reset(f100);
  stop.cycling(o1);
}

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