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Messages - Ali

#601
I found it interesting to read a blog post by Dave Gilbert where he justified not chasing up every bug after a certain point: http://nygamedev.blogspot.co.uk/2012/11/so-our-latest-game-primordia-has-just.html

Playing the latest Broken Sword, which is extremely polished but still has a few quirks, I wondered if they followed a similar principle to Dave - "they aren't worth potentially breaking the game over in order to fix."
#602
Oh, thanks for that! But I'm, afraid I have already resorted to using objects instead. Good of you to come up with it, though. I will definitely turn to it if using objects doesn't work.
#603
Unfortunately, the reason I wanted to do this was in order to compare the hotspot name with another string in the script. So that wouldn't work, but thanks for the suggestion.
#604
I can't find any recent posts about this, but - is it still not possible to change a hotspot's name?

I'm aware that I could use an object, but in this instance hotspots would be preferable.
#605
Yes, I was also cross at myself for missing the Adventure Creator talk. I'd also be interested in any footage from it.
#606
Most of the stuff at AdventureX is playable games, bit my but was more of a show/presentation. So it's kind of like powerpoint, but an adventure game. Will send it over and hopefully you'll see what I mean!

EDIT: It's on it's way. Hopefully it will be informative!
#607
I'm not going to release it publicly, because it's still a WIP and it's not really designed for a single player. But I'd be happy to send the project via wetransfer if you could PM me an email address?

I haven't used character scaling in this project, but I would add it in to illustrate the issue I'm talking about.
#608
Loads of inspiring, surprising and fun things on show! It was lovely to see you all. Roll on AdventureX 2014!
#609
A little post-AdventureX update...

I built a small choose-your own adventure using this build, and aside from the issues in my previous post it worked pretty much perfectly. Rescaling from full HD to suit the projector resolution was just a matter of typing in the right numbers. It also ran pretty well, only slowing down when there were a lot of large 32-bit sprites. I did note that the slowdown was stronger when the sprite appeared as a GUI background, rather than a character or a room object...

Of the issues I've mentioned, I think the ones which affect the player's experience are the most significant
    - Un-smooth scaling makes lots of fonts difficult to read. Bitmap fonts was suggested as a possible solution?
    - Character scaling needs more gradations to produce an acceptable effect - it's far too jerky when working on a large scale.
    - The lack of V-sync means tearing is very distracting when full-screen.

And I picked up a couple of minor points, which may be to do with the beta:

    - In view create Subfolder option collapses the tree only when the selected folder is not called New Folder.
    - When the Output panel fills a whole window (instead of being clipped to the bottom) it is not possible to double-click on an error and jump to the script. In fact, it isn't possible to select the script from the tree either. I have to click onto another panel and click back.

Anyway, thanks to CW for bundling this together in time for me to use it at AdventureX. Really appreciated!
#610
Hello,

I was a bit flustered when we spoke at AdventureX, but Nelly liked your game so I've just become a backer. Good luck!

Incidentally, I made a tiny and not very good adventure game using construct 2 a while ago.
#611
I've done a little experimenting, and have spotted a few issues and made some observations. Many of them are probably things your aware of:

Room Editor
With a large room/character, but game resolution still set to 320x200, the selection box for a character is half the size it should be.
Needs zoom out option for comfortable working.
Import BG automatically zooms in. Not appropriate for high res

GUI Editor
Needs scrolling/zoom out option for large GUIs.

Aesthetics
Character scaling is not at all smooth with large sprites. You can see the jumps very badly. Would it be possible for scaling to work with floats rather than integers, if you see what I mean?
As I'm sure you know, down/upscaling would look much better with sampling.
Working Vsync would really improve things.

View:
Create Subfolder option collapses the tree - possiblty a 3.30 issue?

Misc
This might just be me, but the mouse sensitivity seems very high when full screened - this is scaling 1920x1080 down to 1600x900, so still pretty large.
The option "Fonts designed for 640x..." - is no longer really meaningful and should be changed to something that new users could understand.
#612
This looks fantastic! I'll be playing around with it in the next couple of weeks.
#613
I have no idea what I meant by emulator either...

I've uploaded a revised version 1.7 with the Linux restriction gone: http://ali.agser.me/smooth_scroll_1_7.zip
#614
Quote from: seriousquirrel on Fri 01/11/2013 17:37:51
I swear God, if Roberta Williams was sitting near me, I would love to punch her. The hell I would.  You can call that a joy?????? Am I loosing something?????

Your English is mostly fine, but I suggest you find a way of rephrasing this to make your meaning clear. Ideally without threatening to punch Roberta Williams...
#615
They're very, very unlike Myst. They're much more like camp 70s horror, with very poor live action performances. The puzzles are puzzles-for-puzzles' sake - not at all integrated into the world of the game. This is justified on the grounds that the villain Stauf is an evil toymaker.

I'm not a huge fan. But 11th hour does have the excellent title music "Mr Death":

http://www.youtube.com/watch?v=w28PFvKNAWE

"I can't find my car keys... better ask Mr Death."
#616
Sorry if I wasn't clear. I think it would be a bit weird for the game to move the mouse pointer. It's the kind of thing that could irritate or confuse a player.

When I used a verbcoin with my module, I modified the verbcoin script to take note of the ViewportX/Y at the point of opening the verbcoin. Then take note of the Viewport X/Y at the point of executing the command, to calculate how much the screen has scrolled in that time. Then use that offset to calculate where the click ought to be processed.
#617
An alternative is to leave the verbcoin where it is, but work calculate the co-ordinates of the original click based on the change in room offset.

I think that could be preferable, because you might not want the verbcoin moving underneath the mouse. It could result in the player choosing the wrong option by accident.
#618
Yep, on Ascovel's recommendation I also tried to vote - only to discover that I already had. Good luck!
#619
Quote from: Mods on Mon 21/10/2013 16:02:06
Anyone with a Revolution Software fetish will be suitably coming in their pants this year.

If by that you mean 'arriving in their underwear' then I'm in.
#620
Looks like it may have taken only took three years to resolve this question.

Better start a new thread called "Why isn't there a peaceful resolution to the Israel/Palestine conflict?"
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