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Messages - Alynn

#121
The inventory type functionality could come in handy, especially for games where they have a magic system or something similar, it could take some of the headache out of having multiple invisible characters and viewing their inventory, and just have one inventory box with applied filters.

I personally don't have a use for it (right now), but it could be useful, just not to a majority.
#122
General Discussion / Re: AGS'ers with kids
Fri 17/11/2006 17:39:46
29 years old

2yr old son
8yr old son
9yr old (step) daughter

1 wife
1 exwife
0 girlfriends (right now)
#123
Hrm, as an idea for the back wall, could you possibly have the black lines fan out so they don't look cut off. out of all of it, that seems the only thing that is off to me.

So it would be something like this \  |  / with the other lines in between at increasing angles
#124
Critics' Lounge / Re: Perspective help
Fri 17/11/2006 00:30:53
hrm... in that case I'll have to adjust the far picture away from the barn, as present the peak of the roof is the same height on both the left to right as well as the T section coming up front. In other words all the peaks are equal, the left front view uses the same heights from the close front center view.

So what I did was take a page from your book.... On the well pic the roof to wall is 49 pixels high, the height from that point to the bottom of the wall is 144 pixels, roughly a third of the total height. The front view wall height is 125 pixels, making the roof height about 41 pixels...

Now that still means I had to bring the peak up farther on the well page, but not nearly as much as I had to without dropping the roof some, In other words, I hit a happy medium where it mathmatically works, but it also feels correct to me looking at it.





You like better as well no?

EDIT: Ok I finished the well and pipe and machine portion as well, it turns out that a very tiny corner of the pump shows up, but anyway appreciate the help as always.
#125
Critics' Lounge / Re: Perspective help
Thu 16/11/2006 16:51:51
Thanks Khris, I'll have to try that tonight, I don't know why I didn't think of doing comparison lines (however at the time of this posting I can't see the first pic just FYI, but I have an idea of what you did).

I think I see what you mean about the roof as well. I don't think I took into account where the new vanishing point was from the front view (not shown here) from the top of the roof. So just eyeballing it for now, about the 4th or fifth tin row up on the roof should be the top of it?

Ya think maybe?
#126
Critics' Lounge / Perspective help
Wed 15/11/2006 22:10:14
Ok I had things going smoothly with everything until I ran into a small snag.

First I had this room created, which is all well and good.


Well then later on I created this room.


After I was finished I realized that the well should probably be visible in the first room I posted. I'm just having a hell of a time figuring out where exactly it should go, and how big it should be. At one point I was wondering if I had the trees too close to the camera in the first picture, and I should move them back some first.

So anyway The far left corner of the barn in pic one exactly corrisponds to the barn wall to the far right of pic 2. So in game space, they are the same corner.

Can you give me a hand on figuring out where the hell the well goes, or should I just move the trees back on the first room, or both?

EDIT: On a side note, maybe moving the well in toward the barn a few pixels may be a better and easier solution.

Thanks ahead of time.
#127
To piggyback off of monkey... I find the same to be true with overlays. Mostly to do with the Valid statment. It seems silly to have to initilize the overlay at all if it is null then the Valid should return false. This is mostly an issue when I have an overlay pointer to keep track of background speach.

It just seems to be silly to have to have an extra if check when Valid should take care of both.
#128
put it in your game_start function, the reason it's not working now is that it's outside of a function.
#129
You might also want to make your page xhtml compliant, I was having similar issues with things rendering differently in IE than in other browers, but once I made the pages xhtml compliant they rendered the same (which is to say correctly). Although in my case it was showing up correctly in IE and not in firefox.
#130
I was thinking about this the other day, and thought it might be useful, and I believe that it shouldn't break any games in production.

Add a new optional parameter to the StartCutscene command so it would now be

StartCutscene(CutsceneSkipType, bool confirmFirst);

by default confirmFirst is false, and therefore works as it does currently, however setting confirmFirst to true would then pause the game with a popup model asking if they really want to skip the cutscene, if they click yes, it skips as normal, if they hit know, the dialog disappears and the game continues normally.

Sometimes, especially if you have the skip set my mouse button, a player may skip a scene that may have an important clue, this would help stop that from happening.
#131
check if there are any knobs under the bottom of the monitor, sometimes they have scroll wheels at the bottom instead of buttons, if anything it's worth a shot
#132
The easiest way is to move your walkable area a bit farther from the tree so it isn't possible to have that sort of clipping. In other words the character needs to be limited so they can't move directly downward through the tree.
#133
I have a blog, but I don't really use it for blogging, I mostly use it for easy content updates on my site, and since recently I haven't had any time to work on any games there hasn't been a whole lot of updating. This way I just type in what I want to say, put it in the right category, and when people visit the particular news section for whatever topic, they see the stuff that pertains to it.

http://www.yelloweyedstudio.com
#134
Yeah I need to look in there, the CharacterFont module isn't there so I need to go and make an entry. Once I figure out how anyway.
#135
32MB of ram with XP home would be impossible to even try to work with, it would take hours to boot, if it booted at all.
#136
Jes Shir! It works great.
#137
did you try making it color slot 0?

Also you can just increase the size of the sprite by 1 pixel and put the transparent color in the new row (a color that isn't in the rest of the sprite) and choose top left or top right pixel.
#138
General Discussion / Re: Beta Testing
Thu 14/09/2006 00:23:10
Yet I don't see you refuting anything I said. Most people believe that game testing involves just playing games all day, but it's not as glamourous as all that. You can have fun doing it, but it's not the same thing as playing a completed game, not by a long shot.

My point was, it is work, it's a job, and those that don't think it is are mistaken.
#139
General Discussion / Re: Question
Wed 13/09/2006 22:39:38
It's entirely dependant on what was set, some site users choose to limit PM's to 20 some over 1000, and some unlimited.

SMF is extremely versitle, and you can do alot with it, if the site owner chooses to have it included. Many sites don't have uploads, after all many don't want their HDD space taken up by other peoples stuff.
#140
General Discussion / Re: Beta Testing
Wed 13/09/2006 22:30:17
If you mean commercially....

Beta testing isn't fun and games... I say again, it is NOT fun and games.

It's frustrating, you play the same level over, and over, and over, and over, and over, and just when you think you can't take enough of it, you play that same level AGAIN.

You must keep accurate notes, you have to be aware of what you do at all times. You must be as accurate as humanly possible, otherwise how the hell will the programmers even know where to begin to look for the problem.

The game isn't stable, not even remotely stable, it may crash on you ever few minutes (remember your notes?), and maybe even longer to boot back up.

And that's just the beginning.

If you mean for someone's amateur project...

Wait for someone to ask, volunteer, keep notes,  tell them exactly what you were doing when a crash happened... but you aren't set into what you will be working on...
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