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#41
Even though I'm far from needing this myself, and that list of yours must already be rather long, I thought I'd better mention this before I forget or some else has problems with it.

Suggestion: Allow user to set which screen angle the game uses for selecting diagonal loops.
Just allowing ratios, x/y in [1..5] would probably be sufficient for most cases (any higher wouldn't have much use for diagonals anyway).

As I understand it, the diagonal loops use screen angles near 45 degrees.
The problem is that the angle at which rooms and characters are typically viewed is very far from a plan view, often almost a side view.
Under this aspect, a 45 degree screen angle corresponds to slightly left/right of vertical world angle, and isn't really useful.

(I thought of a way to cheat in the correct loops for a given aspect ratio using existing features, but it made poor use of resources.)
#42
Quote from: SteveMcCrea on Sun 07/12/2003 12:42:07
Also, watch out for tabs between #define and the symbol. Use spaces instead.
Same between symbol and definition. Use spaces if you want them nicely aligned.
#43
I don't know what you mean by "text bar", but put together a good description and post in Beginners' Technical Questions, then anyone who knows is more likely to have a good answer for you.
#44
That goes for the whole line, so don't put a comment on the same line either.
#45
Quote from: Will on Sat 06/12/2003 04:00:30
sorry i dont think its corrupt ive just been doing a lot of updating in the last five minutes so it hasnt been downloadable exactly. might try again in a while.
Okay, that's probably the problem. I'll try again.
QuoteAre you talking about for screenshots, or on the game itself?
I mean for your website. So yes, screenshots, or any other graphics you want on there.
Actually, PNG files are the most suitable, but ... hang on, I'll try to find a link for you.

[edit]
IrfanView is easy to use (open file.bmp, "save as" file.png) and has rather good compression without any need for additional steps.
There are some nice commandline utilities around too. But I figure that you'll want a good viewer while you're at it.

[edit2]
Ok, I haven't finished yet
Spoiler
Got no sail.
The 'extras' were fun, but be careful not to make your code so complicated at the start that you can't finish the game.
I didn't understand the sickthing/parrot bit at all, or why it was triggered by talking only.
BUG:
The first time I tried it, the "Survivor" room wouldn't let me back across the bridge. I think it was something to do with where the sickthing script was up to when I crossed.
[close]
I think the first thing you should do is make sure that the cursor isn't on "do nothing" mode when you enter a room, or finish another mode. Make sure it's ready to WALK straight away.
That makes testing a lot more appealing.
#46
rumble.zip appears to be corrupt. I can download it, but not unzip it.

Also, a tip. Find a program to convert bmp files to jpg files. JPG files use less of your site's storage space, and are faster for you to upload, and for everyone else to download.
As you do more, it'll make a big difference.
#47
Not a bug. The mouse still works, so play on.
#48
Ooh, good.
The dialogue and other extras was entertaining, and not excessive.

I thought the difficulty level was okay.
The fact that one can understand the problem and think about what is needed is far better than being totally stuck because the only clue is some item that you don't even know exists.
Don't make them harder, just make more of them  ;D
#49
I look forward to it.
I found the three ways, but the sense of as yet untapped puzzles ...
I'll just wait in line quietly. 8)
#50
This has potential.
Not so keen on the name though, but lost for a better.
#51
Well, at least now I know, and can just go ahead and #define them without feeling so bad  8)

Thanks for trying that trick.
I'm trying to resist overcoding the small stuff at this point, so I'll just put the values in the header instead.

I was only resisting because defining them myself would have been stupid if they were already built in.

[edit] Maybe I should read the updates more often.
#52
I'm sorry that I'm not explaining myself well enough.

Everything looks exactly as I want it to.
The whole 320x240 screen is used. Good.
The room is scrollable. Good.

The only problem is that I can't look up the true dimensions from the script, and therefore cannot make adaptable code, but must (perhaps) enter the resolution manually when required.

I have yet to try rooms smaller than 320x200, but there may be easier alternatives for them.

---------------------------------------------------
Here's my understanding of the options:
Display res: 320x200,640x400 ->Effective res: 320x200
Display res: 320x240,640x480 ->Effective res: 320x240
Display res: 800x600, ->Effective res: 400x300

There may be lower resolutions for things like the pathfinder algorithm too I imagine.

But I can't think of what aspect of a 320x240 res would be at 320x200. So either I'm asking the wrong variable, or its getting it's facts from somewhere I'm not aware of.

I want a variable or function that will return the same dimensions as used by the mouse and overlays.
The viewport dimensions would be ideal.
#53
Oops, I should've been clearer.
Room 2 is a scrollable room, as intended.
Of this, only a 320x240 viewport on the total room is visible.

Y coordinates 199 to 239 do exist, and are acknowledged by the mouse.

I realize that there are issues about which resolutions are used by different functions, but that's not my immediate problem.

I simply want the program to report the resolution it is actually using for mouse detection and graphical position and rendering.

EDIT: I'm going to fiddle with re-importing anyway.
#54
The character art is good, and suggestive of cultural distance.

The walk anim moves nicely, but the far arm needs to be lifted on the forward swing like the other.

Oh yeah, and great plot themes, both the glamorous and the academic.
And what a character to play in such a drama! :o :D
#55
shbazjinkens, and anyone else who wants to read my puzzle-solving anecdote...
Spoiler
Weren't we supposed to take them with water?
Well, I couldn't find any until, on the roof (surely you can find that), I spotted a blue blob.
Ah, water, I thought ... but there was no hotspot.
But then I moved the mouse a bit more to discover 'a large drop'! That'll do nicely :-)
Filling the empty container didn't work, so I tried the full one, and all was well ;-p
[close]
#56
[EDIT]
Because this post appears to cause confusion, and
because I'm sure people are assuming the original problem has been solved, and
because the answer would be so simple to anyone who knows it,
I'm putting this first:

If you move your mouse as far down and right as possible, it will give coordinates,
mouse.x=WIDTH-1, mouse.y=HEIGHT-1.

All I'm looking for are the global variables or functions that will return the values of WIDTH and HEIGHT.
Something like,
global.thing_width=WIDTH
or
GetThingWidth()=WIDTH

The following shows what doesn't work
[/EDIT: resume normal thread]

Ok, search fatigue impending, time to ask...

My game (ok, sandbox) is at 320x240, all 'letterbox' options are (compulsorily) checked. Good.

Room 1 is 320x200.
game.room_width/height = 320/200. Good.
system.screen_width/height = 320/200.
Eh? But it displays correctly letterboxed on a 320x240 screen.
Okay, maybe only the live area is reported; I can work with that.

Room 2 is 640x400
game.room_width/height = 640/400. Good.
system.screen_width/height = 320/200.
What? No, no, no. The background now fills the entire 320x240 screen, as it should. This kind of information is no use to me at all.

Now, it has occurred to me that somewhere in AGS' ancestral memory, there lurks a conviction that the sacred combination of 640x400 is really 320x200 in disguise.

I'm at a loss to see how I could have created this situation myself. The options just aren't there for forcing 320x200 into a 320x240 setup.

So, is there a way for me to fix this, either by trying some other import approach or using different globals?
I really don't like the idea that I may have to derive the resolution indirectly.
#57
Perhaps we should declare a ban on all default messages. :-\
#58
Oh, and how could I forget the ever popular
Auto-dequip item with unfindable hotspot on every USE attempt, complete with inventory that must be explicitly opened, mode selected, scrolled, clicked, and closed to equip anything.
#59
General Discussion / Re:Outwar
Tue 02/12/2003 07:03:47
Yah, that word and domain are automatically mashed on some boards.
#60
No progress allowed until one does the one most obviously stupid thing, so that the author can abuse you first.
Especially dialogue where you know what's coming, and you'd rather not start down that line, but there's probably a trigger tacked onto the end of it.

Having one's intentions interpreted the stupid way:
USE cabinet.
"Why would I want to carry that around."
only to be followed by:
TALK TO toilet.
*vomit* "Hey! It's that key I swallowed."
(Well, ok. Not that bad, but you get the idea.)
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