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.


Messages - lemur

Pages: [1] 2
1
Mega Tokyo AGI Archive / Re:Vector question.
« on: December 21, 2002, 09:25:30 PM »
But if you want things to look neat, why use AGI?

2
Mega Tokyo AGI Archive / Re:KQ4 AGI
« on: November 06, 2002, 01:03:02 PM »
Thanks Nick!
You've saved my dog from some painful surgery ;-)

This game is so good looking! Gotta be the best looking AGI game sierra ever put out. Guess they knew by that time how to cram the most out of the system.

I'm happy! Gotta play some...

3
Mega Tokyo AGI Archive / KQ4 AGI
« on: November 05, 2002, 05:29:11 PM »
My dog ate the manual to my AGI-version of KQ4. Er.. Is there some patch or something that will help me start the game without it? Or an online-version of the manual somewhere?

4
Mega Tokyo AGI Archive / Re:Behold! My demo!
« on: October 31, 2002, 07:13:52 AM »
Very impressive! I really dig the graphics and the story so far. Great work, be sure to complete the game 'cause I wanna kill zombies!

I guess it's because of hurrying to get a demo ready but it would be nice with some more synonyms and alot more descriptions. I often knew what I wanted to do but I had to search and try hard to find the right words. And position-sensitive descriptions for "look" is good.

Example: At the garbage-dump, standing at the back of the truck, unable to move, I tried "look truck" just because I thought of crushing the damned and wanted to find a button or something. I got "no need for that now"... Hard to spot the lever without being told it exists, etc.

Yeah, yeah, i'm sure that'll work out in the full version.  Good luck!

5
Mega Tokyo AGI Archive / Re:Lasse Holm - the Quest for Revenge
« on: October 31, 2002, 06:42:52 AM »
Thanks alot Joey! I'm definitely not an artist and I didn't put alot of time and effort into the graphics but I've pleased with the way it turned out. 160*168 pixels might give me a second chance to flower as a graphics-guy! :-)

Got a longer game in the workings, not LH 2 though. No plans for that at the moment, but who knows? Lasse is on TV every week in Sweden so the anger is building up inside alot of people. It needs to come out somewhere, and I'm not a killer. So, games...

Btw, did you solve it yet? If you're completely stuck you can always look at the lamp in the hall just before entering the inner sanctum.

Ah, love that.. "the inner sanctum". Last Ninja 2.

6
Defines-files maybe?

7
Mega Tokyo AGI Archive / Re:Lasse Holm - the Quest for Revenge
« on: October 29, 2002, 06:57:07 AM »
Thanks for playing the game everybody! Seems like you have problems completing it? Hmmm, have you talked to the girl on the bed? She has an electrical dilemma that needs to be taken care of. Maybe you should investigate the painting to the left. Good luck!

8
Mega Tokyo AGI Archive / Lasse Holm - the Quest for Revenge
« on: October 28, 2002, 10:11:24 AM »
I've just completed my first AGI adventure game, Lasse Holm - the Quest for Revenge. You can find it here:

http://sgr.klot.net

Click "PC-games" in the menu.

It's kinda short but I figured I would rather finish it than make the project to big. It's supposed to be more funny than well-made, smart and thoughtful. Let me know what you think!

I found AGI-studio when looking for the old Sierra Games and got stuck. That was a few weeks ago.

Thanks for the help I got when developing Lasse Holm!

9
Mega Tokyo AGI Archive / Re:Logic resource length
« on: October 10, 2002, 09:52:22 PM »
Must've been some temporary glitch with the compiler. Now everything's working as it should. But this way I learnt alot of good to know things about memory handling in AGI.

10
Mega Tokyo AGI Archive / Re:Annoying problem with "W"-words...
« on: October 10, 2002, 09:48:42 PM »
I use a swedish Windows 98 aswell. Maybe that's it then...

11
Mega Tokyo AGI Archive / Re:Logic resource length
« on: October 08, 2002, 01:45:35 PM »
Thanks guys, I'll see if this will cast some light on this troublesome bugshadow. (?) :-)

12
You are gold Nick! It worked perfectly for the games I'm writing. I'll let you know if I find something strange...

Well done, I'm happy as a tabledancer!

13
Mega Tokyo AGI Archive / Logic resource length
« on: October 07, 2002, 05:30:30 PM »
Hi,
Does someone know what maximum length in bytes logics have? For example how big can Logic.002 be without getting problems?

Just wondering cause I've gotten some strange errors where prints are cut and only the first 5 characters are printed. Everything seems to be correct in the code and I get no complaints when I compile.

14
Mega Tokyo AGI Archive / Re:Annoying problem with "W"-words...
« on: October 07, 2002, 02:46:39 PM »
Joel: Yeah, I did. before, after, during, between. I really hate this bug and I even consider giving up the AGI-programming just in protest!!!! :-)

15
Mega Tokyo AGI Archive / Re:AGI Studio 1.37 released
« on: October 04, 2002, 12:15:31 PM »
Great with all the new versions coming out!

You've probably noticed already but there's a bug with the words.tok that sorts w-words like v-words causing the interpreter to not find words placed after the first w-word. Nick has explained it nicely at the nailhead-bugreport-forum. Would it be possible to fix this?

Pages: [1] 2

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.173 seconds with 19 queries.