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Messages - tzachs

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Adventure Related Talk & Chat / Re: A puzzle....
« on: 11 Apr 2010, 13:49 »
What has twelve legs and walks in its sleep?

What has twelve breasts and walks in my sleep?

Beginners' Technical Questions / Re: Title Screens
« on: 10 Apr 2010, 10:14 »
Actually, for a menu the simple thing to do is to create a GUI.
You can make the GUI for the entire screen, set its background image, put buttons and labels (change their images as well if you want), set the event handlers for the buttons (in the 'new game' button event handler hide the gui) and you're all set.

Adventure Related Talk & Chat / Re: A puzzle....
« on: 09 Apr 2010, 18:57 »
A man gets into a swimming pool, naked with some man-eating sharks and walks from one side of the pool to the other without being hurt. How?
That's not the question, the question is, why?

And maybe:
Add spoiler tag for Hidden:
He's going in with a man that eats sharks?

Adventure Related Talk & Chat / Re: A puzzle....
« on: 09 Apr 2010, 17:02 »
This raises another question: how were they allowed to give answers? Maybe witch wanted them to answer in certain order.
To make things clearer:
they do have to answer in certain order: the guy in the back (who sees the rest) has to answer first, then the one after him and so on until the last one (who sees no one). Plus, they are not allowed to say anything other than 'guessing' the color of their hat, so they can't deliver any other messages to their comrades. Also, after guy x guessed his color, guy x+1 will not know if guy x was correct or not...

Quote from: Calin Leafshade
oh yea i see what you mean.. if they alternated then they could save half... but that would be pointless since they have a 50 50 chance anyway.
Calin, this method will save 50 people for a 100%, and the other 50 will have 50% of making it which is way better then just having 50 50 chance, so it is an improvement.
Still, there are even better solutions...

Adventure Related Talk & Chat / Re: A puzzle....
« on: 09 Apr 2010, 14:22 »
Yes, more riddles! Can't think of a good one offhand though.
Ok, if you insist:

100 men are being kept captive by a big, bad, ugly witch. The witch tells them: "Tomorrow I'm gonna put you in a straight line, one in front of the other, where each one will see all of the guys in front of him and not the guys before him.  I will put a hat on each of you, it will be either black or white, with no other limitations (it can be 50/50 or 100/0, everything goes). Each man, from the last in the line (the guy who sees all the rest) until the first one (the guy who sees no one) will have to guess the color of his hat, if he succeeds, he lives,  if he fails, he dies."

The 100 guys have all night to plan together their tactics. What do they need to do in order to rescue the most guys possible (and what is the most guys possible to be rescued)?

Adventure Related Talk & Chat / Re: Living the Dream!
« on: 07 Apr 2010, 15:38 »
Oh, how I wish I had remembered to save when I was 18  :-[

cEgo.Clickable = false;

No voice-over?

I simply will not watch!

Really, monkey? Just press Ctrl+T...

Seriously now, enjoyed your tutorials, just watched them now one by one and automatically subscribed...

Have you tried checking in repeatedly_execute_always? I think it's your best shot...

If I understand you correctly, your situation is that for view x, you have frames 1-4 for walking but 5 and above are occupied by some other animations and you don't want them changed, because there are hard coded references to them and it will be cumbersome to change.

But maybe you can create a new view for the walking and ignore frames 1-4 from the old view, that shouldn't be as cumbersome assuming you don't have too many characters...

If not, the only way I can think of to do this by code is to intercept the clicks before firing the walk command (in the on mouse click function) and locking the view yourself and animating the required loop based on the clicked coordinates and how they relate to the character's coordinates, this will be tricky though, I think...

AGS Games in Production / Re: Last Order
« on: 03 Apr 2010, 20:32 »
Looks nice, good luck!  :)
I really like the figures btw, maybe you should consider sticking with them...

Good luck once again Domithan.. Enjoyed the first one  :)
Hopefully there will be me some more story/explanation in this...

Beginners' Technical Questions / Re: Front end GUI
« on: 03 Apr 2010, 13:41 »
When you're in the designer and press on the lighting bolt for your button, is the name of the function written next to the click identical to one of your function with the changeroom? Is the function located in the global script?
Try also to delete the function name and pressing the '...' again and placing the code there again...
If that still doesn't help, maybe you can upload a sample project with the problm, and I'll try to look at it.

Beginners' Technical Questions / Re: Front end GUI
« on: 03 Apr 2010, 13:26 »
Try to put a breakpoint in the character.ChangeRoom line (right click the line in the code editor and click on toggle breakpoint). Then run the game and press on the button, see if it stops on that line. This will let you know if the problem is with the linking of the event or something else.

There's no need to use Danman's method, the GUI should do just fine...

Also try to look at densimng tutorials about guis, maybe it could also help you:

Firstly, if you want the phone to ring no matter what room you're in, you have to check the timer expired in the reapeatedly execute in the global script, not in the rooms.

Other than that, if you call the ring function you have in the repeatedly execute and the "Ending" variable remains true, than you are setting the timer again on every game loop which might explain while nothing happens to you. In that case, you probably want to call the first set timer only once, by doing something like:
Code: Adventure Game Studio
  1. function ring() {
  2.   if (Ending == true) {
  3.     Ending = false;
  4.     SetTimer(1, 200);
  5.       }
  6.   if (IsTimerExpired(1)) {
  7.         cHello.Say("Ring... Ring...");
  8.         SetTimer(1, 200);
  9.   }
  10. }
This will set the Ending to false after the first time and so the timer will only be set once (and each time it expires).
If you need the Ending variable for some other stuff, you can do this instead:
Code: Adventure Game Studio
  1. function ring() {
  2.   if (Ending == true && Game.DoOnceOnly("FirstTimeRingTelephone")) {
  3.     SetTimer(1, 200);
  4.       }
  5.   if (IsTimerExpired(1)) {
  6.         cHello.Say("Ring... Ring...");
  7.         SetTimer(1, 200);
  8.   }
  9. }

Beginners' Technical Questions / Re: Front end GUI
« on: 03 Apr 2010, 13:03 »
Have you linked the button click event to the function?
You have to do it in the designer of the gui, select the button, and then press the lighting bolt in the right bottom area, you will see the 'click' event with a '...' button, you have to click it, it will generate the function for you and you have to put the character.ChangeRoom in there.

If you did it and it doesn't work, the only other thing I can think of is that maybe the character that you changed the room for isn't the player character.

Critics' Lounge / Re: Small Footballers
« on: 01 Apr 2010, 21:41 »
Ok, I did some changes based on the feedbacks:
* Narrowed the heads and the bodies
* Added curve to side view
* Lengthened the arms
* Added contrast
* Removed double pixels

The top row is after the changes, the bottom row is before the changes. It looks better to me now, with the exception of the eyes in the front view, which now look too short apart I think, but I tried to add distance and it looked worst, so I'm at a loss here...


Testing? Sure! when?
Excellent, thanks!
Since I kinda made a deadline to myself to release a basic tech demo for the upcoming MAGS, it will be pretty soon, probably in a few days and not more than a week (hopefully). I'll pm you when it's time.
Clones? Now that you mention it, the sprite can seem distinctive, yes. (modeled after Davor Suker =P )
Aha, that brings back memories... indeed looks like suker...

Critics' Lounge / Re: Small Footballers
« on: 01 Apr 2010, 19:05 »
Shading is for pussies anyway =P

I'll give it a go today if I can manage. The head looks too wide, the side view too flat. Add some curves.
Now, the real question is, what are you doing with those sprites? Making a footbal game? (you better be! I'm a footbal fan!)
Also, you may use New Star Soccer 3 (NSS3) as reference. They have about the same size for the sprites.
Thanks for the feedback, I am making a football game  ;D
I will also need some testers soon if you're interested...
back to topic, I'll try to use yours and gameboy's feedback when I get home and I'll post. I liked your attempt but the style I was going for was actually more SWOS and less NSS (although I do take ideas from NSS), and also yours looks too distinctive, if I put 11 guys like him on the field I think it will look too much like clones, where with my guys I believe I can get away with that (with a change of hair color only).

Chicky blew it to be honest. Why would you phone me to get CJ's  phone number in the first place?? I'm in debt. You should call me if you want me to loan money from you.

Are you sure dualnames? Because I just saw this:

Critics' Lounge / Small Footballers
« on: 01 Apr 2010, 09:43 »
What can I do to improve these guys?
I was mostly worried about the face of the front guy, it looks too lego for me... now that I put them in line I'm not so sure about the side view too...
Also the skin tone..

Consider that they are going to be fully animated, so I didn't do any shading, at least for now...


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