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Messages - Akatosh

#261
While a nuke-free world would be nice, I don't think it's much of a realistic possibility. Classic Prisoner's Dilemma, guys. Plus, there are a few states that only really still have pull in international politics because they have nukes, and I don't think you could convince them to give up what influence they have.

And North Korea is... not really governed by its population, which is sort of isolated from the real world. Propaganda is nearly as rampant as starvation and drafts over there, and I'm pretty sure the military wouldn't have any qualms with shooting demonstrants.

Here's to hoping they show those depressing post-apocalypse movies in North Korea. Kim Yong Il's sort of a movie geek, right? :P
#262
So, that's... 14 hours left now, right?

Well, sleep is overrated, anyway.


Or, you know, not. Turns out there's a practice test tomorrow (Computer Science, no less), which I need to score at least 50% at to be admitted into the real thing, and I need to get up on 5AM to be there on time. Sorry, I'll have to withdraw - the basic structure of the game is finished, but it's... really not enough to be fun, I can't do a code-a-thon till 3AM when I really, really need to pass that test and asking for another extension would be unfair. Life is, once again, showing an uncanny accuracy at flinging excrements fan-ward. Maybe next month. :/

(In case you're interested, this describes the basic tune of the game quite well. Unfortunately, it looks like this right now, and plays exactly as well as it looks like. Ah well.)
#263
Yeah, I'll have to second that seconding (does that work out to thirding or fourthing?). However, personally, I'm proportionally more comfortable with a country having nuclear weapons with how much it has to lose, as well as the sanity/reality connection of its leaders. As in, politicians in a democracy need to interface with the real world at least every now and then. Judging from their recent behaviour, the government of North Korea doesn't. Plus, rampant nationalism really isn't something you want to have in your government. That just... sort of upsets me.
#264
That'd be great, thanks. I likely won't finish till tomorrow evening, but I should finish on Friday.
#265
Don't worry, it's not that frightfully complicated, and if you have further questions... well, there's always the forums. Good luck!
#266
Well, AFAIK, that error is caused by referring to something (variable, GUI, etc) the game doesn't "know" about, so... did you maybe select the "Empty Game" template instead of the "Default" one (or whatever it's called these days)? If so, that's naturally not going to work - there's no InventoryScreen to show (and no statusline to display, no cursor graphics etc.), you'll have to create one first.
#267
Don't worry, next time I win at something remotely important, my ego will likely grow back to the size of the moon.  :P

About the deadline: It'd be nice if I could get until the evening of the 26th or something, so I could do some polishing... stupid non-adventure games being not all that easy to make with an adventure game engine...
#268
I have something in the works. Might finish, might not finish, will be crap if it does. Anyone else?
#269
Most of them do, but they're mostly of the kind you'd call "in-engine cutscene" in today's commercial games - that is, no pre-rendered 800MB video, just a small non-interactive portion. There was an OROW game some time ago that relied heavily on pre-rendered stuff, though. (Seed, by LimpingFish, I think; the entries are available here)
#270
General Discussion / Re: Block PAD
Mon 15/06/2009 18:26:45
* Familiar things can seem new from unfamiliar perspectives.
* If in doubt, declare it art.
* Most humane or mostly human?
* Do meat-men dream of organic cars?
* June 3: Broken Puppet Memorial Day (Japan)
* Copyright of stuff before 1900 has likely expired...
* Tell small truths, get away with big lies.
* Apocalypse ain't what it used to be.

+10 Classic Literature XP for anybody who can recognise the second-to-last mangled reference.  :P
#271
/EDIT2: On second thought, that was crap. Oh well. Here's a story in limerick form.

Once upon a time, the president spoke:
"Ivan's got more nukes, we're gonna croak."
  The experts tried to acquit,
  but, in the end, had to admit,
He's right, that president bloke.

This resulted in an AI called S.O.C.K.E.T.S,
made by defense ministry block-heads
  Most of them wailed
  when it instantly failed
and ordered the launch of the rockets.

They panicked in New York and Nantucket
(which is where they made Mr(s). S.O.C.K.E.T)
  made an attempt to try and hack,
  but it wouldn't have any of that,
and humanity kicked the bucket.
#272
Yeah, the AGS forums as a whole can be sort of... short-fused when it comes to questions that could be easily solved by flipping through the manual a little, or doing a forum search. I'm fairly certain it wasn't meant as a personal insult, though - Khris always does that.  :=

Still, he sort of has a point- with a bit of research, the answers are fairly obvious. For example, the manual directly tells you how to fade out a GUI (in the article "Transparency property (GUI)", no less) - reversing that to make it a fade-in shouldn't be too hard.

And don't worry - practice makes perfect, as they say, and when it comes to scripting, they're certainly correct.
#273
One way would be to manipulate its WalkSpeed property.

Or you could bypass the normal movement system and build something from scratch, involving a float variable or two, the repeatedly_execute part of the global script, a timer and the cCar.X and cCar.Y properties. You make the call.  :=
#274
The last thing I could think of would involve converting all your files to the same format, for example mp3, with a program like Audacity, and see if it still happens (if no, there probably was something kaput with your original files). I doubt this will work, though - this sounds like an internal error within the engine, and you should probably notify CJ.
#275
Well, as AGS doesn't support a GOTO command, your can pretty much just use a while-loop and/or a recursive function. But I guess you know about those two already, with that mammoth project of yours, so this post probably wasn't helpful at all.  :P

/EDIT: Damn ninjas, can't never see 'em coming...
#276
It's definitly a problem with the music then, but if you can play Music1, Sound1 and so on with a program like the Windows Media Player or somesuch, but not from within the game, there is definitly something wrong. I guess you're using the most recent version of AGS?
#277
Hm, that's strange indeed. And you said they all play just fine when you run the game out of the editor or with some outside program (such as Winamp)? If yes - can you run the game if you compile it just as normal, then delete the "music.vox" file manually?
#278
Seems like the game's music file went corrupt. Try to delete the contents of the Compiled folder, then make the game rebuild them (Build -> Rebuild all Files).
#279
AFAIK, there's no truly easy way to do this. One thing you can do is this:

Code: ags


//on_mouse_click

//stuff

else if (button == eMouseLeft) 
{
if ((mouse.Mode==eModeWalkto)&&(player.Room==10)) { //replace 10 with the room the minigame takes place in
cCharacter2.StopMoving(); //Character 2 is the NPC
cCharacter2.Walk(cCharacter2.x - (player.x-mouse.x), cCharacter2.y + (player.y - mouse.y), eNoBlock, eWalkableAreas);}

ProcessClick(mouse.x,mouse.y, mouse.Mode);
}



It's untested, but should get the job done. If it doesn't work, try replacing "mouse.x" with "mouse.x + GetViewportX()" and mouse.y with "mouse.y + GetViewportY()" (I can't test it right now, sorry).
#280
General Discussion / Re: Block PAD
Fri 12/06/2009 20:19:00
There have been a few threads like this over the years... you may want to take a look at 'em, there are some neat tips around.
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