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Messages - Akatosh

#601
Quote from: Faith on Thu 31/07/2008 22:47:01
My only worry about that is that once the player loads a game or quits, the keys will still be disabled. 

Don't worry. When a game is loaded, everything is reset to exactly the state it was in when the game was saved, including global variables and such. So unless you allow the player to save the game when he's dead (and trust me, somebody WILL try that), you'll be safe.  :)
#602
Hints & Tips / Re: Colour Wise
Fri 01/08/2008 11:14:27
Quote from: bicilotti on Fri 01/08/2008 06:25:19
Spoiler
rrldddr and then pick up all the +!
[close]

Here are some characters that might come in handy:

►◄▲▼

;)

(ALT+16, 17, 30 or 31, respectively)
#603
Congratulations! I think you really deserved the win.
#604
Did you enable pixel-perfect click detection? If yes, turn it off and live in bliss.
#605
Quote from: miez on Thu 31/07/2008 14:36:58
Quote from: R4L on Wed 30/07/2008 17:05:31
So no one's tried DarkBASIC or Genesis 3D? I own Classic DarkBASIC, and Genesis 3D is still alive.

I tried DarkBasic - and found it seriously sucks (imho).

Seconded. To add insult to injury, all the manual/book shipped with the compiler has to say about making games is "Yeah that's possible too. Maybe. Dunno."
#606
On an unrelated note: The free trial version of Fruity Loops has no features disabled except for saving your project data? Now that's what I call cruel.
#607
Completed Game Announcements / Re: ColourWise
Tue 29/07/2008 14:06:24
About goddamn time. Downloading!
#608
AGS Games in Production / Re: ColourWise
Mon 28/07/2008 16:22:03
Exuberance!
#609
If you go for the cliché-riddled, accidently hilarious and totally exaggerated OMG REVENGE approach, it's fine. If you want to keep the slightest hint of seriousness... nope.

Which is to say, it's fine.
#610

Crash! Evade! Destroy!



The name says it all. It's a platform game that has you crash into certain things, evade other things, and shoot a third group of things. Pretty simple, but fun. A huge load of thanks go to Bernie, who coded the platform engine the game is based on. Sounds and music taken from soundboy.de and vgmusic.com, respectively. Special thanks go to dkh and CodeJunkie for beta-testing, as well as Stupot, olafmoriarty and FSi, who also offered to beta-test but were hindered either by real life interfering or me forgetting to get back to them.  :P

Now download, try to figure out what the hell you have to do and... enjoy.  :=
#611
About to be finished. Beta testing is underways, and the whole thing is being polished.  Should be ready in the first half of tommorrow (GMT +1). Watch this space.

/EDIT:


Crash! Evade! Destroy!
#612
Hi people. I still need some beta and balance testers for my MAGS entry, and, um, urgently. If you're willing to try a small non-pretentious (but hopefully funny) platformer, just drop me a PM. Thank you for your attention.
#613
Don't think so. Inserting another WaitKey(1) right before the other one doesn't cause it to work, either.

/EDIT: *facepalm*

After trying WaitKey(100) instead, I found the problem:
999.999 is too high a number to store as int - it just goes negative, causing the game not to pause at all. Gah! Well, thanks for trying to help. Somebody punch me in the face, please.
#614
Exactly. The platformer I'm currently working on sport a (critical) GUI by the name of gBlurb, carrying three buttons called btnCrash, btnEvade, and btnDestroy. Now, at the start of every new level, I need the button graphics to update and the GUI to become visible so the player knows what to do. Here's the script I've been using:

Code: ags


some crap about placing enemies etc.

//update button graphics
  ViewFrame *frame = Game.GetViewFrame(enemyView[1],0,0);
  btnCrash.NormalGraphic= frame.Graphic;
  
  frame = Game.GetViewFrame(enemyView[0],0,0);
  btnEvade.NormalGraphic=frame.Graphic;
  
  frame = Game.GetViewFrame(enemyView[2],0,0);  
  btnDestroy.NormalGraphic=frame.Graphic;

//extra life?
  if (lives<3) lives++; else GiveScore(1);

//reset timer
  timeleft=GetGameSpeed()*10+level*GetGameSpeed();

//play background music
  PlayMusic(Random(4));

//show gui
  gBlurb.Visible=true;
  WaitKey(99999);
  gBlurb.Visible=false;


Everything works just fine, up until the point the GUI should become visible. The extra life is added, the sound is played etc. - just gBlurb isn't shown. I'm totally at a loss here. Mind pointing out my probably soul-crushingly obvious mistake?  :-[
#615
Quote from: Vince Twelve on Sat 26/07/2008 03:43:22
If anyone can name one game, classic Sierra, commercial, amateur, whatever, that fully utilizes this interface to it's potential and list a few puzzles from that game where you had to use both verbs on the same item, or use the verbs in clever ways, let me know. 

Me Go Store one through three.  ;D
#616


WHO ARSE CHILDISH NOW???!!?!?!?!!?!


:=
#617
Yay, thanks! Now I might even have an entry.  ;)

Well... technically, I do now... but it crashes after exactly 7 seconds... and you can only play that long if the numerous glitches neutralize each other anyway... and it doesn't have sound or music... but it does exist! :P

/EDIT: Now it's working, but both score and lives drop like crazy and it's somewhere around two frames per second. Funny.

/ANOTHER EDIT: Now it's running fluid, but you still lose score and lives all the time and you can fall through the ground. I think I seriously messed something up somewhere.
#618
Advanced Technical Forum / Re: bug report
Fri 25/07/2008 11:33:06
Quote from: mawildoer on Fri 25/07/2008 11:22:54
0 x    0H0HH0 0HH80  @  @        @  @    p p   @  @  P    *UU. & ÿà  ÿà  ÿà óð ãð ïð ë° ã óx  ðø  ðø ð| ð| àü ïø ÿæ ÿî ÿî ÿî ûæ ù÷    Ã¹Ã¿ ùÿ pÿ ðÿâ,¬0ÿâ,¬àGâ,¬. â,¬à;Àà;À?À?À|@À}â,¬à{â,¬à{â,¬
àyâ,¬àÿâ,¬ðÿ ð&?  â,¬ 'À ð ?ø ?ü ?ý 9ý 8õ 8

I think this should be 0 x    0H0HH0 0HH80  @  @        @  @    p p   @  @  P    *UU. & ÿà  ÿà  ÿà óð ãð ïð ë° ã óx  ðø  ðø ð| ð| àü ïø ÿæ ÿî ÿâ ÿî ûæ ù÷    Ã¹Ã¿ ùÿ pÿ ðÿâ,¬0ÿâ,¬àGâ,¬. â,¬à;Àà;À?À?À|@À}â,¬à{â,¬à{â,¬
àyâ,¬àÿâ,¬ðÿ ð&?  â,¬ 'À ð ?ø ?ü ?ý 9ý 8õ 9 instead.

Seriously now.  All that gibberish isn't really useful.
#619
Seconded.

Also, FUCK YEAH!
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