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Messages - Snarky

Pages: [1] 2 3 ... 255
1
I think #5 is the best, though it could still use a bit more tweaking (particularly to make the handles stand out more clearly). The problem with #7 is that if you don't already know that it's a box so that you can interpret the geometry, it can be completely mystifying. And the suitcase just feels awfully anachronistic to me, particularly with those protectors on the corners: I literally don't think I've ever seen those outside of old movies.

That said, given that most game makers will design their own UI, it's not really such big a deal.

2
Case #31

The criminals thought they had gotten away with it, but when undeniable evidence was discovered, they faced execution or a lifetime sentence.

Yes
Were the criminals human?
Is the number of criminals relevant?


No
Were the criminals war criminals?
Were the criminals terrorists?
Did the criminals face their punishment at least 10 years after their crime?
Is this case based on a real crime? [Not specifically, no, though there have been similar cases]
Was the crime a theft?
Did the crime involve murder?
Was there more than 3?
Was the crime a federal case?


3
Yes
Were the criminals human?

4
Alright then, I'll post a picture of what I meant. Here's a quick mockup of combining all the parts I liked of the winning entries:

Not too keen on this. I find Selmiak's hand hard to read (it looks like some weird flipper to me, or maybe some kind of shell), and the extreme perspective really doesn't match the other icons (particularly given the flat-on suitcase), I prefer folders to floppies, and the negative-space thing on the arrows worked in cat's treatment because it was strictly monochrome – I don't think it works at all in color.

Like I said in the voting thread, the inventory icon is difficult because there's no good general-purpose "container" symbol, but I agree with CaesarCub that cat's "shopping bag" is probably the best. It's easy to read (unlike the backpack and even the suitcase) and it's fairly clear what it represents.

Personally I think this:


... with a version of cat's inventory icon is a great set.

5
Case #31

The criminals thought they had gotten away with it, but when undeniable evidence was discovered, they faced execution or a lifetime sentence.

Yes
...


No
Were the criminals war criminals?
Were the criminals terrorists?
Did the criminals face their punishment at least 10 years after their crime?
Is this case based on a real crime? [Not specifically, no, though there have been similar cases]
Was the crime a theft?
Did the crime involve murder?

6
No

7
I was pretty much lost throughout; because it was told in metaphor it was hard to get a firm grasp on what it was about. In retrospect, asking about the timescale of the process, and perhaps try to pinpoint a more precise location on the body, would have been more productive. A cool idea, and it was fun, but probably not my favorite case.

Here's another one:

Case #31

The criminals thought they had gotten away with it, but when undeniable evidence was discovered, they faced execution or a lifetime sentence.

9
Moving this to GIP. Please update the post to conform to the board rules.

Also, that robot does not appear to be wearing rouge.

10
Can the person perceive that the process is happening?
Is this a process that is always going on in the body (of, as we have established, a healthy adult male)?

11
AGS Games in Production / Re: Lamplight City
« on: 20 May 2017, 17:10 »
Neato magneto!

I remember you said you were inspired by Atkinson Grimshaw for the art in this game, and I can definitely see that in this background.

12
The AudioChannel/AudioClip model was discussed in another thread not too long ago. The way I like to think of it is that each AudioChannel is an mp3 player with a speaker, and each AudioClip is a track. You have to adjust volume etc. on the player, not the track.

The general pattern (taken directly from the manual entries on AudioChannel.Panning and AudioChannel.Volume) is to store the channel when you play the clip, and immediately adjust the channel properties:

Code: Adventure Game Studio
  1.   AudioChannel *channel = Snd.Play();
  2.   channel.Panning = 20; // Slightly to the right
  3.   channel.Volume = (player.x * 100 / Room.Width); // Goes from 0 at left edge to 100 at right edge of room

Note that this will not automatically update if the character moves while the sounds are playing, so if the sound-effects are long, you may want to update them dynamically (which means storing the audio channel and updating it in one of the RepExec/repeatedly_execute functions; then there's extra work making sure that the audio channel is still playing the sound effect in question).

As for controlling the properties of the clips played by ViewFrame.LinkedAudio, I don't think that's possible. I believe there is a game-wide option somewhere for whether they should be panned according to the player position (they're basically meant to be used for footsteps), but I don't think there's any configurability beyond that. (Edit: It's a character property called Character.ScaleVolume, and apparently if it's turned on the sound will be panned depending on the character x-position and the volume set depending on the character scaling.)

For a solution to your issue, you can adapt the code here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=36284.msg538902#msg538902

13
Is the person male?
Is the reproductive system involved?

14
Is more than one person involved?
Is the sex of the person(s) relevant?
Is the process caused by or a response to some external stimulus?

15
The Rumpus Room / Re: *Guess the Movie Title*
« on: 19 May 2017, 12:12 »
D'oh, didn't see there was another page. :P

16
The Rumpus Room / Re: *Guess the Movie Title*
« on: 19 May 2017, 11:09 »
The Ring?

17
Are the things being killed by the army actually (rather than metaphorically) killed?

18
Khris's table also leads to another way to think of it: if you have a wheel with N number of spaces (e.g. wheel of fortune, roulette, combination safe), which we'll label sequentially from 0 to N-1, and you spin it X spaces, what space do you land on? For example, if the wheel has 9 spaces and you spin it 47 spaces (starting from 0), where do you land? That's the remainder or modulo, X%N. (47%9 = 2)

It's equivalent because what remains of 47 spaces after you've taken away all the full revolutions of the wheel that put you back where you started (multiples of 9, with the largest multiple being 5*9=45) is 2.

19
Engine Development / Re: OpenGL renderer for Windows
« on: 18 May 2017, 10:28 »
- System cursor visible on black borders even in fullscreen mode. That is simply because OpenGL does not have "real" fullscreen mode, but renders on borderless window stretched to whole screen. Frankly IDK how to fix this. I tried ShowCursor(FALSE) on Windows, but that just did not work (that's an old API anyway).

Can you avoid the issue by clamping the cursor position to the game region of the screen, like it would be in "real" fullscreen?

20
Is there a crossfade option in SetGameOption that works for sound effects?

No.

Quote
Or a 'stop' command that will stop only sound effects?
I thought I understood it again, but I don't... again. -_-

If you just want to stop the sound effects immediately (without cross-fading), there are a couple of ways to do that.

The simplest (but also crudest) is to just call Stop() on each sound effect audio clip that might be playing.

There isn't a built-in function that will stop all clips of a certain type

Edit: Actually there is, it just in a weird place in the manual. Game.StopAudio(optional AudioType)

Add spoiler tag for Unnecessary:
but it's possible to make one:

Code: Adventure Game Studio
  1. void StopAudioType(AudioType type)
  2. {
  3.   int i=0;
  4.   while(i < System.AudioChannelCount)
  5.   {
  6.     AudioClip* clip = System.AudioChannels[i].PlayingClip;
  7.     if(clip != null && clip.Type == type)
  8.       clip.Stop();
  9.     i++;
  10.   }
  11. }
  12.  

You would call it as StopAudioType(eAudioTypeSound);

Edit2: As for crossfading, it's not as easy as with music, because while you'll usually only have a single music track at a time, you might have any number of sound effects. And while the built-in crossfade in SetGameOption() allows you to mix two music tracks on a single audio channel, you can't do that for sound effects: for each pair of sounds you want to cross-fade, you need two audio channels. If you have any more than three sound effects going on, you won't have enough audio channels to cross-fade them all at the same time. (Because AGS only has 8 audio channels, and one is reserved for speech and one for music.) That does not apply to first fading out one track and then fading in another.

So how best to code it depends on a few things:
-How many sound effects could be playing concurrently in the room you came from?
-How many do you want to play in the room you enter as you enter it?
-Are the sound effects playing constantly on a loop, intermittently, or what?
-How long are the audio clips of the sound effects?
-What, exactly, is the effect you want to create? (E.g. crossfade or fadeout-fadein; all the sound effects fading together or one at a time, etc.)

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