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Messages - bokkers

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46
Mega Tokyo AGI Archive / Re:DQ2 info (kinda bad news)
« on: December 05, 2002, 02:07:29 AM »
Although C++ is a nice language and probably a lot more useful than AGI, if you say things like "I will release what I have no matter if it's complete" I doubt many people will bother about the game. If the author himself says "Its not complete but I gotta move on to other things so you here you are" you cant excpect the audience to go Hooray. IMHO.

47
Mega Tokyo AGI Archive / Re:Help, I'm stuck and panicking!!! :o
« on: December 03, 2002, 05:35:57 PM »
What caused me a lot of trouble with door-views was also control lines being too close to the area where the view should appear. Make sure, no control lines cross the area, because else the door will be placed some pixels off. If you have a lot of priority lines there, even more pixels off. Not sure if this applies to your problem though, because in my case though the door was in the wrong position it was still visible.

48
Quote
yah wasnt there a game dashiki or something, and one version had 256 colors. how could they do that?

Yep, Dashiki was in 256 colours. The only version I came across unfortunately only had two rooms. But they looked incredibly good.
It's actually quite easy to make an AGI game in 256 colours. Just get the hacked 256 colour interpreter from Brian's website at http://agisci.cjb.net. There you'll also find Viewedit, the program you need for the picture and view resources. Because these you can no longer edit in AGI-Studio and Picedit. It's not a problem however, because with Viewedit you simply convert BMPs to AGI-Pictures.


49
Mega Tokyo SCI Archive / Re:Chris:Where in Florida do you live?
« on: December 02, 2002, 01:17:44 AM »
So you live near Tallahassee?

50
Hmm, seems as if there aren't too many people using the editor. Look what it can do.




51
Mega Tokyo AGI Archive / Re:Anyone wanna test a game?
« on: November 28, 2002, 05:46:41 AM »
The game is quite good. The graphics are very nice (only the exterior of the ship could use a little more detail I think) and there are some very nice playable puzzles in it. Although I find the game needs more recognized words (like most games including my own ;D) I was amazed to find such nice, logical puzzles. Also the cutscenes were very nicely done.
The only thing I would really take out of the game is maybe some of the engrossing things like that big bucket (yeech!) or the players memories regarding the poster in the cell.
Keep up the good work on the game, I'd love to play another demo or the full game.
Bjoern

52
Mega Tokyo AGI Archive / Re:PQAGI Demo!!!
« on: November 25, 2002, 04:00:35 AM »
The game looks good and is fun to play. But regarding some screens taken from Sierra games, I personally prefer it when they are heavily diguised and altered so that you can only tell upon second looking that there is Sierra-stuff in there. Just a thought for something you could add.


53
The editor is a very neat thing. I'm able to make 256-colour pics and views and use them in games now. But I ran across a strange bug in the program making working with it a little nasty. When I load views the prog almost always messes up the background colour and also seems to delete cels at random. It's still possible to work with it, but it would be more comfortable without this bug.
Did anyone else run across it and has maybe discovered a reason or a way to work around this?

54
I've found out agout that 256-colour-thing. Now I wonder: Does anyone use it? Are there any 256-colour games in development?

55
Has anyone worked with the view editor yet. I'm trying to convert 256 pictures but I can't get get the converted pics to work in the game. If anyone has experience with this, I would be glad if you give me a clue.
I have the unknown170(); in the logic script, but no effect   :'(

56
Mega Tokyo AGI Archive / Re:The Tales of Boromir - An Experiment
« on: November 22, 2002, 08:49:23 AM »
Sounds great. If you like, come into the AGI chat room at http://www.agigames.com I'm currently the only one in there and we can communicate more easily.

57
Mega Tokyo AGI Archive / Re:The Tales of Boromir - An Experiment
« on: November 22, 2002, 08:38:48 AM »
Quote
what do you think bout osgiliath? should we put it in?

Err, to be honest, although I read the books some years ago, I'm not aware of what Osgiliath was. Please refresh my memory a little.

58
Mega Tokyo AGI Archive / Re:The Tales of Boromir - An Experiment
« on: November 22, 2002, 08:19:48 AM »
Hi Brian,

glad you're still alive.  ;)
Yeah, let's make a game out of this together.
Do you have a new email-adress?

59
Mega Tokyo AGI Archive / Re:AGI Newbie need some basic help
« on: November 21, 2002, 06:01:55 AM »
If you have questions about Picedit, go ahead. It really isn't that hard, it only looks weird in the beginning.

60
Mega Tokyo AGI Archive / Re:AGI Newbie need some basic help
« on: November 21, 2002, 03:40:04 AM »
Check out all the tutorials and make sure you understand about the priority bands. That was my worst problem in the beginning. Only after I read some of the tutorials I saw why Sierra did it the way they did.


bokkers

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