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Messages - Scarpia

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Feature requests, suggestions / Looping rooms
« on: March 23, 2003, 07:34:46 PM »
Hi. I may be asking for something that WME can already do, but...

I would like to be able to make a looping room, like a city, with maybe three screen-width's worth of buildings and storefronts, and make the scene loop so that the actor can walk left or right infinitely, with the background and objects just repeating...


Game design / New article about Adventure Game Puzzles
« on: March 20, 2003, 02:11:18 PM »
Hi. As a few of you have already discovered, I have been working on an article lately, on the topic of Applied Puzzle Theory. Well, it is just about finished (like 95%), so I've put it on my website now, for all to enjoy.

Even the few who have read it already should revisit, since the additions in today's upload are about 50%, thanks to the great feedback I've gotten from people in the independent game developer community.

The article is at, and everyone is welcome to post their critique or suggestions.


Technical forum / Re:Changing an actors sprites
« on: March 19, 2003, 05:36:27 PM »
Hi Mnemonic. Actually, I think that explanation was pretty clear. Seems like you've really put a lot of thought into that function. I like it. Not too complicated, and I can't think of any feature missing.


General Discussion / Re:Forum update bug?
« on: March 18, 2003, 11:23:18 PM »
Works now. Thanks :-)


Technical forum / Re:Inventory and Windows...
« on: March 17, 2003, 07:03:49 PM »
Jerrot: Cool, that's soooo the attitude we need ;P

About that, what font are you using for the verb buttons? I've been looking for a Monkey-Island-Interface-font clone but can't seem to find one anywhere....


General Discussion / Re:Forum update bug?
« on: March 16, 2003, 06:20:24 PM »
I'm on a broadband line too, so that's not it. Could be a caching issue, but it's hard to say.


Technical forum / Re:Inventory and Windows...
« on: March 16, 2003, 06:16:48 PM »
Jerrot, when that SCUMM-like interface you're making, is functional (in what, three decades or something? ;D), will you be releasing the code? Or a tutorial? Or anything?


Game design / Re:character development
« on: March 16, 2003, 01:03:34 PM »
Haha, guess you're right, but usually, writing stuff in danish pretty much qualifies as strong encryption, since nobody can read our language anyways, except a few literate scandinavians, lol..

I write that as a weblog for the two or three danish people who care, so I thought nobody would be able to find it like that. It's not meant to be secret though, as a matter of fact I have written to about it (but they don't answer email, grr..), and I believe the AGDZine are interested in using it. But it's just not finished yet, I wanted to correct some bad grammar and spelling errors, as well as add several new sections before going 'public' with it. I'm receiving some feedback from the Reality-on-The-Norm community, Esseb and Dave Gilbert have been very helpful with critique, Creed Malay, Trapezoid and a few others too, so my offline version is probably 40% longer than the original one online. I'm sooo looking forward to launching the 'second edition'  :D


General Discussion / Forum update bug?
« on: March 16, 2003, 12:52:20 PM »
Hi. I'm sure someone else must be experiencing the same as I am: when I try to load the page, all I get is a blank white page, and I have to hit 'update' in my browser an extra time. And when I click the login link, it's the same all over, I have to hit the update button for the page contents to show.

Guess I should be the one answering this, but I can't seem to guess what the problem is here. Anyone?


Game design / Re:character development
« on: March 15, 2003, 10:35:47 PM »
(oh, i checked you game puzzle text at your homepage... very good collection, i didn't complete reading it right now, but my printer is working. it's just the right time to implement some more puzzles in our story!)

Very interesting article, indeed!

Hmm.... where'd you hear about my article? From that thread on the RON forum? Other than that, I've only discussed it with a select few from the AGS community... guess the word is out then :-\ oh well..

I love rumors so much I should get into politics 8)


Game design / Re:character development
« on: March 15, 2003, 03:32:12 AM »
in this case(einmal ist keinmal):one as none  :D ;)
it's funny to read this as a native speaker. ;)
greetings from northern germany,


Hi, both of you. I speak some German too (it is my third language), and  that has got to be the worst translation ever, unless the english tongue is keeping secrets from me. "One as none"? That sounds like a bad Babelfish translation at best. So unless the "one as none" sentence is from the classic english literature, I'd stick with my previous translation, albeit that one isn't perfect either.


Game announcements / Re:My first WME Scene
« on: March 13, 2003, 04:42:36 PM »
Hey obleo. Nice screenshot. Really nice. I'm not going to download it though, since I probably wouldn't be able to play it because of the "HW acceleration required" feature ;)

About your "I can't draw" illusion: you're wrong. I have never drawn anything in my life, and until recently, I was sure I couldn't draw a straight line if my life depended on it -- but with a little practise and a few really awesome tutorials, I discovered that it wasn't too hard. Drawing on top of photographs and then finishing the job myself sure works for me, and it would for you too.

Oh, who am I kidding, I know this won't convince you of anything. Before I read those tutorials and gave it a shot myself, everyone kept telling me all the same stuff, and I sure never believed them; not even for a second.. I bet you feel the same way :P


Feature requests, suggestions / Interface thoughts
« on: March 11, 2003, 10:46:19 PM »
Hi again. Just wondering if it'd be possible to make it easier to implement user interfaces like the ones from those legendary commercial adventure games? I'm thinking either by tutorials, included demos or built-in support? Not that I can't do this myself, I just had one of those "hey - wouldn't THAT be cool!!"-moments  :P Now, I dont know how many of these are already possible/supported/built-into WME, but by all means, do enlighten me ;)

* Icon dialogue options

* Automatic verb selection on mouseover (Broken Sword etc.)

* Verb icons + Text field "Talk to Woman", "Use Lever", etc. (LucasArts style)

* Zooming inventory objects (Broken Sword 2 style)


Feature requests, suggestions / Re:Talk text format + synchronization
« on: March 11, 2003, 10:22:26 PM »
I just spent the last couple of days playing Broken Sword II through for ideas, and I'll soon be halfway through Broken Sword I as well. I think I know what was the inspiration for the look-and-feel of Wintermute's interface...  :D

Anyways, now I think I understand what the question was also about: Talking to characters in BS1+BS2, I noticed that they actually move a LOT while talking, and that their moves are beautifully coordinated with the context of what they're saying. E.g. when the kid outside the Irish bar in BS1 speaks about something embarassing, he looks at the ground and scratches his shoe against the pavement. That's really cool. I suppose this is the kind of thing that can be done with WME's "Talk Stances".


Technical forum / Re:Possible blocked region bug
« on: March 11, 2003, 10:08:06 PM »
All is right again in the world  ;D

WME Rocks!

No way! There's Something Rotten in the State of Denmark. Trust me.


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