Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - Badger

Pages: [1] 2 3
1
Ace!

Much improved! I personally can't see any problem with the 'up' sprites.

Good job.

2
Thanks Chicky, appreciate the honesty,

There's quite a bit of gratuitous vulgarity in the game, and my beta testers found the game quite fun.
Though i can imagine it's not everyone's cuppa :)

3
Ok, it's had a slight revamp, and I've linked a demo.

It's a little large, but should take a good few minutes to get through.

Unfortunately there's still no sound, and the movie intro is quite rubbish (unreadable)..but it's a work in progress.

Please comment, I'm more than happy to recieve some decent criticism.


Download Page


4
I've got quite into a 32bit game, adn loving making it, love the graphics, love the story and feel.
But it's big.
And looking back, I'm wishing i had seen this coming (it's my first game) and changed to a lovely small pixel/low res game.

Anyone done similar?
And if so, what did you do?

(This isn't a mid-game crisis..I'm finishing it..just wondered :P)

5
Advanced Technical Forum / Re: Dialog sub-folders
« on: 15 May 2010, 20:16 »
well im quite happy keeping it in regular places, sprites only folders, dialogue only etc..
but folders for all would be rather nice :)

6
I still think they look like they're tap dancing a little..

I've taken your Simon new B (front):
this is your order of frames, 1,2,3,4,5,6,7
try this, 1,3,2,4,6,5,7

It seems between each tween, you repeat the standing sprite again, and it makes the animation jump a little too much.
And feel free to add more frames (imo) to the new order, as i think it needs one between 4 and 6.

Could be talking bollocks, but give it a try :)

7
The Rumpus Room / Re: How did you find AGS?
« on: 14 May 2010, 10:06 »
I read an article about ben there dan that and other games in a PC mag, Pc Plus?

Found a nice place to play with my animation. :)

No euphemism intended..

8
Really nice characters, but i think all of the 'down' (front facing) sprites look like they're tapping to music rather than walking..are the frames in the right order?
The walking 'up' sprites look good (though i would put a little space between Simon's legs).
Absolutely nothing wrong with the side walking ones imo, perfect...and much better than mine :/

Hope that helps!

9
Critics' Lounge / Re: Character Concept: Space Punk
« on: 06 May 2010, 23:37 »
love the changes!!  ;D

10
Critics' Lounge / Re: Character Concept: Space Punk
« on: 06 May 2010, 17:28 »
I still think he needs a bit more depth on the side-on sprites.

Look at his forward sprite at the belt, and what looks like a slightly protruding stomach(or tight belt)..i love it,
but it's not reflected in the side-on sprites.
Also, stick some knee caps in there, atm it's just a straight line.

Much better goggles and colouring than before :D

11
Critics' Lounge / Re: Crit on Cowboy, please.
« on: 06 May 2010, 12:28 »
he's doing that 'finger dance' on the hilt. Awesome pose!

12
Critics' Lounge / Re: Hard to read text?
« on: 06 May 2010, 11:41 »
it was more about the custom font, but fair point Gilbet red and JPEG were bad choices to show :/

13
Critics' Lounge / Re: Character Concept: Space Punk
« on: 06 May 2010, 09:16 »
Try fleshing out the 3D of the profile sprites, it's a really straight line for his gut/chest..even the goggles should protrude a little.

As for captain Ricco's comment, i agree. Stick a spacehelmet on him with holes for the spikes :D

I like it so far though..can think of lots of situations for the plot..

14
Critics' Lounge / Hard to read text?
« on: 06 May 2010, 09:12 »
I want a kiddy scrawl for my default speech text,
after testing it with my gf I'm thinking it might be too difficult to read,
though want another opinion (don't tell her!)


(it's a little blurry here :/)

15
Advanced Technical Forum / Re: Dialog sub-folders
« on: 03 May 2010, 17:27 »
perhaps having sub folders for most things in the proj tree, as a standard, would be a nice idea; Rooms, Dialogs, Inv items.

Looking forward to it :)

16
Advanced Technical Forum / Dialog sub-folders
« on: 30 Apr 2010, 13:17 »
I was searching about possible sub-folders (in the proj tree) for dialog topics, and all i could find was
this.


Was just wondering if there's any way/practice to tidy up Dialogs, or if it could be implemented in a new AGS.

(Apologies if it's already there, and i don't know how to use it :P)

17
ok i solved it. Thanks lots for your help guys..what i did was use the earlier post of khris'
[code]
 int x = mouse.x;
    int y = mouse.y;
    if (mouse.Mode > 9 && !IsInteractionAvailable(x, y, mouse.Mode)) unhandled_event(GetLocationType(x, y), mouse.Mode);[/code]

then just used a basic unhandled_event and ignored the int parameters completely and used my earlier 'badclick' function:
[code]
function unhandled_event(int what,  int type){
  if (mouse.Mode == eModeTalkto){
  int talkobj=Random(5);
//my 5 responses to talk
}
}
[/code]

it was the unhandled_event int parameters that were the biggest pain.

Thankyou so much for the help, learned lots, and glad i figured it out rather than copying :)
cheers guys :D

18
ok, i've copied in the code (thanks :)), but it seems it has the same flaws as before..
It won't work on my custom cursor (ID 10, Sniff).

[code]else if (what == 2) // object
  {
    if (type == 0) UnhandledEvent(eLocationObject, eModeLookat);
    else if (type == 1) UnhandledEvent(eLocationObject, eModeInteract);
    else if (type == 2) UnhandledEvent(eLocationObject, eModeTalkto);
    else if (type == 3) UnhandledEvent(eLocationObject, eModeUseinv);
    else if (type == 5) UnhandledEvent(eLocationObject, eModePickup);
    else if (type == 6) UnhandledEvent(eLocationObject, eModeUsermode1);
    else if (type == 7) UnhandledEvent(eLocationObject, eModeUsermode2);
    else if (type == 8) UnhandledEvent(eLocationObject, eModeSniff);
  }

and..

function UnhandledEvent(LocationType where, CursorMode what, InventoryItem *item)
{
  // put your unhandled event interactions here, i.e.
  if (where == eLocationObject)
  {
    if (what == eModeLookat)
    {
    }
    else if (what == eModeInteract)
    {
      Display("interact with object");
    }
    else if (what == eModeTalkto)
    {
      Display("Talk to object");
    }
    else if (what == eModeUseinv)
    {
      Display("use inv object");
    }
    else if (what == eModePickup)
    {
      Display("pick up object");
    }
    else if (what == eModeSniff)
    {
      Display("Sniff object");
    }
    else Display("ok?");
  }
}[/code]

The sniff won't work on the objects, though the others do.
was i meant to insert another code section to address this? (sorry if the answer is in your post khris, i was thinking monkey's was an easier format to port.)

thanks.

19
That method seems to work for hotspots, though doesn't for objects in unhandled_events.
Any reason why?

code:
function unhandled_event(int what, int type) {

if (what==1){ //hotspot
  if (type==1){ // look hotspot 
  }
  else if (type==2){ //Interact hotspot
  }
  else if (type==3){ //use inv on hotspot
  }
  else if (type==4){ //Talk hotspot
  }
  else if (type==7){ //Pick up hotspot
  }
  else if (type==10){ //sniff hotspot
  }
  else if (type==11){ //hump hotspot
  }
  else if (type==12){ //lick hotspot
  }
  else if (type==13){ //Swear hotspot
}}
else if (what==2){ //object
  if (type==0){ //look at object
  }
  else if (type==1){ Display("interact with object");
  }
  else if (type==2){ Display("Talk to object");
  }
  else if (type==3){ Display("use inv object");
  }
  else if (type==5){ Display("pick up object");
  }
  else if (type==4) { Display("ok?");
  }
  else if (type==9){ Display("ok?");
  }
  else if (type==10){Display("ok?");
  }
  else if (type==11){Display("ok?");
  }
  else if (type==12){Display("ok?");
  }
  else if (type==13){Display("ok?");
  }
  else if (type==14){Display("ok?");
  }
  else if (type==15){Display("ok?");
  }
}
}

the 'ok?' isn't coming up for any of my extra cursors within what==2, but will for what==1..is my code here wrong?

20
Thanks so much for that,

Will clean up my code, sets it up nicely and stops me having to call all the any_clicks.

Cheers..just have to get my head around the unhandles again :P

Pages: [1] 2 3