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Messages - Ali

#2141
I'm using Ogg Vorbis sounds for my game, but I have a wierd problem. At one point in my game there's a 'BANG' sound effect. Instead of playing properly it plays 'B-B-B-B-B-B-B...' and won't stop until I quit the game. What's weird is, that the same sound plays properly when I play it in a different room script. there are ambient sounds also playing in both rooms.

I've got around the problem by making that sound a .WAV instead of an .OGG, but I was wondering if there might be a better solution. Sorry if I haven't given enough information, audio stuff's not really my bag.
#2142
This was a lovely short game. The graphics were charming and the puzzles were particularly nice. I liked the way that my goals were obvious, but I had to think in order to reach them.The best part for me was...

Spoiler
...learning that Canadian money, like some British coins, is magnetic. Hurrah for ferrous currency!
[close]

Sadly, my post must also turn into a "now get back to work!" reply. Looking forward to the Hatmaker's Tale!
#2143
Quote from: DGMacphee on Fri 26/01/2007 16:54:34
Quote from: Snarky on Fri 26/01/2007 00:43:28
If you liked Grim Fandango
you might enjoy Pan's Labyrinth.

I'm pretty psyched to see Pan's Labyrinth, but now you've made me pee me pants in anticipation.

If you liked DG's pants-

I can't finish that. Grim Fandango and Pan's Labyrith are very different, but they each quite extraordinary in their own way.
#2144
Hello!

The character's stance and clothing seem to be of the noir detective variety, however his colour scheme has the sunny hues of a Warner Brothers' short. The contradiction  isn't bad, but it's something you should bear in mind when it comes to developing other characters and locations. I think it could be really interesting.

The character's size looks about right for 320x200, and perhaps you can save the cigar for an idle animation. 320x200 is very popular around here for several reasons, but mainly because of its nostalgic quality and because fewer pixels means less work.

Nice character, I look forward to seeing more!
#2145
Critics' Lounge / Re: 3d jeep
Sat 27/01/2007 14:29:10
It's quite realistic, but you've forgotten the small woman dropping her kids off at school.

The mud looks terrific, but there's so much dirt and wear on the tyres, and the image is so busy where the mud splatters onto the door, I think the upper chassis looks impossibly clean.

I think you could either add wear to the rest of the jeep a little, or forget about the mud altogether. Particularly with the very crisp shadow, a bold, clean look could work nicely.
#2146
General Discussion / Re: Blood donors?
Sun 21/01/2007 12:14:50
I don't give blood as often as I should, I'm glad this thread has reminded me to make more of an effort.
#2147
Quote from: td on Tue 09/01/2007 09:26:10
The plugin still not support 3D characters-shadow? I think this must be main feature...?

There's a possible workaround you could try. I was messing around with my graphics card trying to get anti-aliasing on Grim Fandango. It didn't work, but it revealed that the shadows in that game seemed to be duplicated versions of the mesh scaled 0 on the vertical axis and distorted to create the illusion of shadows. With a bit of experimentation you might achieve something similar.
#2148
I'm not expert, bu I don't think they're breaking the law. They're charging for the service not for the games. I believe that if I make a CD with a freeware game on it, I could charge you for the CD, but not for the game. This seems to be the same thing.

I suppose a game's author ought to be able to tell them to stop, but I'm not sure it's necessary to get made-up lawyers involved. It seems to me the best thing to do is to maintain a collection of amateur games available for free. Which CJ does, and we reap the benefits... like a rabble of disorderly benefit-reapers.
#2149
This would be really useful. It would make it very simple to script the player choosing from a list of items in a shop, while it would currently be awkward, particularly if you wanted to vary the items in stock.
#2150
I'd try:

object[0].Transparency=70;

SetObjectTransparency sounds pre object-oriented scripting to me, but I suspect it was expecting an object number and a value.
#2151
Try putting the line in repeatedly_execute in the global script.

If you do want to use this line in a room script rather than the global script, you need to export and import the variable:

At the end of the global script:
Code: ags
export daytime;


In the Global Header script:
Code: ags
import int daytime;


EDIT: SSH is absolutely right. You listen to him, now. I don't know how I didn't spot that.
#2152
This should work:

Code: ags
lblStatus.Text = daytime;


A variable that you've defined yourself isn't a Global Int. Global Ints are identified by integer numbers rather than strings (which is what caused: cannot convert 'const string to 'int'). They're useful because you can alter them from within dialogue scripts.
#2153
General Discussion / Re: The Afterlife...
Sun 24/12/2006 12:48:55
Like Maniac Matt, I'm also leaping into this debate without having read much of it. I just want to address this point:

Quote from: shitarâ,,¢ on Sat 23/12/2006 19:36:03
So blowing up the moon with nuclear weapons and then mars and eventually earth itself, is natural?

This argument doesn't make sense. You note that we're a species with nuclear capabilities. I'm a human, but I couldn't build a nuclear weapon. It's not something our species has, it's something our culture has. Culture in itself is natural, many other animals have forms of culture. The fact that our culture has developed something profoundly terrifying does not make our behaviour unnatural.

Quote from: shitarâ,,¢ on Sat 23/12/2006 19:36:03
So blowing up the moon with nuclear weapons and then mars and eventually earth itself, is natural?

As natural as a bird building a nest, or one gorilla grooming another. Just much, much more horrible.
#2154
Quote from: Geoffkhan on Fri 22/12/2006 07:39:14
Yup, Paypal is available. Which means Visa/American Express/Discover/etc. are available also.

Is it necessary for me to have a working Paypal account to pay by Visa? Sorry if that's a stupid question, but I'm not well versed in paying for things. I usually tend towards avoiding paying for things, but this looks too good to miss out on.
#2155
Just over £7 for an adventure game sounds like a pretty good deal to me! I couldn't find any information about payment options on the Wadjet Eye site. Is it only Paypal, or do you accept debit card payments?
#2156
I did mean in the editor, sorry I wasn't clear!

The reason I'd have found it useful is that I have a crowd scene at the end of my game, using objects for some of the figures in the crowd. I found it very time consuming to compile the game and skip to the final cutscene just to check the composition of the objects.
#2157
Along similar lines to (3), I would find it extremely useful to see objects scale depending upon the walkable area they're sitting on. I guess this should be optional, but I'd find it handy.

#2158
Completed Game Announcements / Re: Reactor 09
Fri 22/12/2006 14:00:35
I really enjoyed this game! The graphics are gorgeous and very atmospheric. I just have one question:

Spoiler
3 newspapers? I only found one! Is there any chance of a hint as to their location? If one was in the locker then it would have been nice to have a clue to suggest that I should still try and get it open in spite of Matt's instruction.
[close]

I will mention a minor textual issue. The term "CO's" was used a couple of times meaning "more than one CO". It should be "COs", the apostrophe before the "s" is not necessary.

I also had a little trouble with the launcher. If I wen into setup and then clicked "Save and Run" the application appeared to hang.
#2159
I'm certainly no expert, but I think a midi version of a pop song in a non-commercial game would fail to tick at least the second and third boxes for fair use:

Quote1. The purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes -- Courts are more likely to find fair use where the use is for noncommercial purposes.


2. The nature of the copyrighted work -- A particular use is more likely to be fair where the copied work is factual rather than creative.


3. The amount and substantiality of the portion used in relation to the copyrighted work as a whole -- A court will balance this factor toward a finding of fair use where the amount taken is small or insignificant in proportion to the overall work.


4. The effect of the use upon the potential market for or value of the copyrighted work -- If the court finds the newly created work is not a substitute product for the copyrighted work, it will be more likely to weigh this factor in favor of fair use.

#2160
I think that it'll be mid-length. I did mention that in one of the updates on the first post, but in truth I don't really know how to gauge its length.

I played it through in about 40 minutes, skipping all dialogues and non-essential interactions. Bearing in mind that I know the solutions, I hope it'll keep a first-time player busy for an hour or two. I guess I'll have a better sense of it's length once I get to beta testing.

Thanks for your interest guys!
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