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Messages - MrCheminee

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AGS Games in Production / Re: Fribbeldib
« on: 04 Dec 2011, 01:23 »
Allright, since I probably won't have any time or energy to work further on this game between now and another year, I've decided to put the game online for everyone to play.
Though the story is not completed the game has a (temporally) ending, so it should be playable.


AGS Games in Production / Re: Fribbeldib
« on: 18 Aug 2011, 15:05 »
Allright, I'll send you a link as soon as i've worked out some minor things, that will be in two/three days I think.

PS. I could use one or two more beta-testers...

PPS: I've send you the link, but there appeared no message in my outbox, did you get it though?

AGS Games in Production / Re: Fribbeldib
« on: 18 Aug 2011, 14:04 »
I'm still working on this game and one of these days I will have a playable first third of the game ready, which i'd like to have tested by a beta-player. Any volunteers?

Or what about Monsters hired to scare kids to prepare them for the outside world. A child that is not afraid will drink bleach, ignore crosswalks or go swim in ice cold water. A Child that's scared will pay more attention to warnings...

Allright, thanks for your comment. I though the sliding was very strange since I used the same speed in my frames for up/down and right/left ( two pixels per frame), but I'm afraid I just have to try and learn. ;)

Hooray! I was waiting for this!

Critics' Lounge / Walking up/down vs Walking right/left
« on: 28 Jan 2011, 06:39 »
Hello everybody,

This is the first time I am trying to make a walking cycle from scratch. For earlier characters I've used old walking cycles on which I just painted my characters, but now I face this problem:
When my character walks to the side he looks like fine, but when he walks up, he seems to be sliding around. If I ajust the moving speed, walking up is fine, but moving from side to side looks like ice skating.

For creating this cycles I've used this site:

These are the walking cycles (I didn't make walking down yet, because of the problem):

I wonder whether somebody could give me some advice on making my cycles up/down and lef/right compatible with eachoter?

AGS Games in Production / Re: Fribbeldib
« on: 10 Jan 2011, 15:25 »
Thank you very much!
It's words like this that give me an extra push to work even harder on it. Still, I am a pretty busy man and I've been working on this for over a year now (with some pauses), so I'm not sure yet when it will be finished.

Still the walls do look a sort of artistic with these blue-white tiles  :)
Well, allright. It's a pretty fancy bar... :P

AGS Games in Production / Re: Fribbeldib
« on: 10 Jan 2011, 02:19 »
Artistic? It's supposed to look like an avarage toilet in a bar... :P

AGS Games in Production / Re: Fribbeldib
« on: 09 Jan 2011, 13:03 »
New screenshot:

Looks nice! Will there be a crowbar on a barrel in it? ;)

AGS Games in Production / Re: Bus Stop (working title)
« on: 01 Dec 2010, 22:26 »
Why don't you make it transparent then?

AGS Games in Production / Re: Fribbeldib
« on: 28 Nov 2010, 16:11 »
New screenshot!

And a new track:

posts combined by darth - no need to double-post!

Completed Game Announcements / Re: Whodunit?
« on: 24 Apr 2010, 14:30 »
And another one:

After talking to Hugo, I talk to him again, the game stops.

Can't you just let him move somewhere else in the story as well and let a friend or so pick up the leading roll? :S

Cool! I really liked the first one!

Beginners' Technical Questions / Re: Making a phone GUI
« on: 15 Apr 2010, 16:51 »
Nevermind, I found a solution by putting the commands to go back to the normal speechview and emty the phonedisplay on the end of the dialog script instead of keeping it in the GUI script.

AGS Games in Production / Re: Fribbeldib
« on: 14 Apr 2010, 21:35 »
Added a screenshot to the first post!

Beginners' Technical Questions / Re: Making a phone GUI
« on: 14 Apr 2010, 21:19 »
As I was typing this I thought of the following solution: I'll let the GUI-script wait untill a variable turns to 1 (which I'd put on the end of the dialog script). But then the whole game pauses...

An other options could be translating all the dialog text to 'Say' commands and put those in the GUI, but I hope there is an easier solution around...

(A screenshot of the phone is put in the Fribbledib-topic, in the games in production section...)

Beginners' Technical Questions / Re: Making a phone GUI
« on: 14 Apr 2010, 21:10 »
I chose to let the GUI call an invisible persoon to the room as the speaker on the phone, while putting my charcters speechview to one with him holding the phone, unfortunately whenever I call the dialog, the GUI script finishes first, putting the character back in his normal speechview, and clearing the phone display, is there any way to prevent this from happening?

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