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Messages - bokkers

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106
Mega Tokyo AGI Archive / Re: Need help with script!
« on: October 25, 2001, 08:32:37 PM »
Hi Circuit,

Quote
ok, i understand the posn line but the v220 = 3 and set line have me confused. how can i turn this line into taking me to:

start point (74,150)
end point  ( 83, 150)


I suppose you're talking about the room which shows the inside of the cave and you want to take the player to a new position.
You would write:

if (posn(o0,20,138,30,154)) {
 position(o0,74,150);
 move.obj(o0,83,150);
}

With this, the player will be relocated to 74,150 and will then walk automaticly to 83,150.
But it might look a bit bizarre. Are you sure you didn't mean makeing the player appear in a new room? If so, you would need

if (posn(o0,20,138,30,154)) {
 new.room(xy);      // with xy being the no. of the new room
}

In the new room, you would have to include the two lines:
 position(o0,74,150);
 move.obj(o0,83,150);
in the very first section of the logic which begins with
 if (new_room) {
 
Hope I could help you.
b.o.k.



107
Mega Tokyo AGI Archive / Re: Broken link
« on: October 30, 2001, 08:27:34 PM »
Hi.
Quote
Not everyone like to see the porn pictures with 404 error.

What? Where? I wanna see that 404-error, come on, bloody server, wont you give me that error? ;-)
bok

108
Mega Tokyo AGI Archive / Re: agi rpg?
« on: October 24, 2001, 08:29:55 AM »
Hi there,
an rpg in agi would be nice.

Quote
I've never seen any attempts of RPGs with AGI, but it did occur to me that making a whole new game layout similar to Final Fantasy may be possible and interesting to persue using AGI.

I had exactly the same thought. the graphic capabilities of AGI would go fine for a rpg. remember the faery tale adventure from the amiga? AGI would be a cool interpreter for a game like this.

Quote
But the agi community may hate this game because it uses a mouse.

Why should anyone hate you for that? Or do you make a game completely without command line?  ;D
but even then it would be nice to see a game with a new interface. AGI is kind of old, but extremely flexible. I think its always great when people try new things in agi.
So keep us updated about the game.
bok


109
Mega Tokyo AGI Archive / Re: how many...
« on: November 08, 2001, 10:49:55 PM »
Hi everbody,

have been travelling around during the last days.

Thanks Vonster, thats exactly what I wanted to say.
DGmouse if of course a quality game, I enjoyed playing it much.  :D
I would like to see more games like this, also with the icon-interface.

Have fun,
b.o.k.



110
Mega Tokyo AGI Archive / Re: how many...
« on: November 07, 2001, 12:38:01 AM »
Hi Robin,

Quote
DG: the agimouse adventure game does not count as an agi game?


What I meant to say is that no more AGI games get officially released, so it's the unofficial fanmade games we are all happily sticking too.  8)
The fact that we're all still out here, enjoying AGI proves that these AGI games are not "fast-food" software, but games that provide fun for decades, regardless of trends. It's us that keep the spirit of stone-age-graphics adventure gaming alive.  ;)
And now, as the winter is arriving, we need good old adventure games more than ever.
bok

111
Mega Tokyo AGI Archive / Re: how many...
« on: November 06, 2001, 07:41:13 AM »
Hi,
as there are no more AGI-games to be officially released, and there are not too many new adventure games to be released in genereal, we are all grateful for any new AGI adventure game.
Keep things going.
bok

112
Mega Tokyo AGI Archive / V - Playable Demo
« on: October 01, 2001, 01:30:43 AM »
Hi folks,
there's a playble demo avaible for download from our website http://www.brainburst.de/v
It's the first sequence of the game where you get trapped and have to escape the alien Visitors. This will be the first 30% of the finished game.
If you go and check it out, please leave us some feedback, here or in our guestbook.
Have fun,
b.o.k.

113
Mega Tokyo AGI Archive / "V": Messageboard online
« on: November 20, 2001, 08:53:36 AM »
Hi fellow AGI-heads,
just wanted to inform you that there is now a messageboard about our game "V". You'll find it at
http://pub48.ezboard.com/bvthegraphicadventureboard
bok

114
Mega Tokyo AGI Archive / Re: AGI Studio (further development)
« on: October 12, 2001, 12:21:06 AM »
Hi there.
Quote
What happens is all of the buttons at the top disapear such as minimize,maximize,and close which locks me in the words'tok editor. I have a similar problem with the original AGI Studio but it got worse with your version so maybe you can take a look at that.

When I experienced this several times with the original AGI-studio, I tried to use the buttons despite them looking disabled. And... they worked, the buttons only look like this, in truth they are fully functionable. This was happening especially often with the Words.tok-editor, but I have had this also with some logics.

But what I think is the most striking bug in the original AGI-studio is that sometimes when you open a logic, the script would appear and after a second be replaced by just plain nothing. When I minimize and maximize the logic script again, everything is there again. However, when this happens, and I compile that script, I get a lot of bugs into it, for example some of the lines from the script get ignored when compiling it.(!) For example I opened a script with the lines
load.sound(10);
and later
play.sound(etc...);
and after that bug I mentioned, the game told me "sound(10) not loaded." now for the real strange thing: as i expected this had something to do with the bug, I simply moved the line load.sound(10); some lines down to the area which was not hidden. Afterwards it worked fine. The load.sound(10); was clearly positioned right before, so I could definitely see that this special lines (and others as well I suppose) really got ignored when the script was compiled.
Now thats what I call strange.
Has anyone else experienced things like that?

115
Mega Tokyo AGI Archive / Re: AGI Studio (further development)
« on: October 11, 2001, 02:05:59 AM »
@Nailhead:
If you're really trying to do this and need some help, drop me a line. I have some experience with computer music and midi.
b.o.k.

116
Mega Tokyo AGI Archive / Re: AGI Studio (further development)
« on: October 10, 2001, 10:13:07 PM »
I absolutely agree with Rich: a sound editor would be the definite thing, but it seems quite difficult to me, as the sound.xyz resources are quite weird and limited.
Nevertheless, if anyone manages to get something like this done, I would appreciate it  ;D
bok

117
Mega Tokyo AGI Archive / Re: using existing graphics as guides?
« on: November 29, 2001, 06:20:34 AM »
Apart from the question if using existing graphics (either from Sierra or from fanmade games) are legal (its definitely not), a thing came to my mind:
I think the fact that we are still playing around with AGI is also some kind of showing respect to the creators of AGI and AGI-games. That means that all of us are people that appreciate other peoples work also from an ideal point of view. Every fangame, even if the graphics or the language or whatever are terrible, is being welcomed by everyone of us, because it was made by someone sharing our interest. All of us put a lot of time and energy into our games although we know that we wont sell any copies and besides only one or two dozen people will play the games.
To sum it up: We are different from people playing nothing but Quake, watching Disney-Films and reading Harry Potter because AGI really MEANS something to us. (no offense intended if you like Quake/Disney/Harry Potter, except for Harry I also like these commercial things) In most cases its the memory of joyful hours with these old games that keeps us sticking to the old games. But 99% of all the gamers out there are not like that, they want the fastest, newest graphics, the loudest soundtrack ever, and if there is something new and better, they will switch to the "next big thing".
And now for my point: As we all are people with that kind of attitude, it should be (and I think it IS) normal for us not to use anything without giving credit. In our project V (as in every fanproject I assume) we use views for the characters that are based on Sierra's player-character-view. We will give a credit to Sierra for that.
I think as Ken Williams includes links to fanmade agi-games on his homepage, he will be aware of what we do and how we work. So I dont expect any legal problems.
The only important thing is: If someone uses anything from our game V, he should give us a credit. That's how our community should work. I'd like to know if you all agree with me on that or if anyone thinks graphics from his game should not be used by the last 30 AGI-fans on planet Earth.
bok

118
Mega Tokyo AGI Archive / Re: using existing graphics as guides?
« on: November 20, 2001, 06:31:09 AM »
I think that especially when you begin creating games with AGI, it is an invaluable help to play around with exisiting Sierra-screens. I remember having problems with perspectives and the proportions ego <-> background. Even when you're experienced with AGI-graphics it is still great to take existing scenes and modify them until you can't tell what the screen looked like before. The reasons are the same: perspective (of rooms inside buildings) and proportions are just perfect in Sierra games.
bok

119
Mega Tokyo AGI Archive / Re: AGI Repeat now available
« on: December 07, 2001, 12:59:30 AM »
Extreeeeemely neat  ;D
bok

120
Mega Tokyo AGI Archive / Re: NAGI v2.05 Released!
« on: January 13, 2002, 10:19:52 AM »
Hi,
Quote
So check out v2.05 from the downloads section today!  

Very cool, yet another update I appreciate a lot.   :D
b.o.k.

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