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Messages - Andail

#1001
Ok, a little update. I have now done around a third of all locations. Progress is a bit slow, due to my having a day job...
Anyways, there is now a little preview movie on youtube for those interested:
http://www.youtube.com/watch?v=JXT5gAu4Eoo

And an IndieGoGo-site if you want to pre-order the game, or just help fund the coming voice-over job.
http://www.indiegogo.com/samaritanparadox

I'll still leave around the Demo, although it doesn't reflect the newest improvements. 

Thanks :)
#1002
Alright, since I decided to dual-announce it in my GiP-thread, I'm locking this thread.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46388.msg631821#new
#1003
Congrats Dave!
#1004
Can you explain this part to me (line 4 and 5):

ran++;
ran=Random(2);

You first set ran to increase repeatedly, immediately followed by setting it to 0, 1 or 2 randomly?
#1005
Yes, there is a very simple positioning function in the GUI pane, under "Layout".
You might have to scroll down to the appropriate GUI element in the drop down menu at the top of the GUI pane.
#1006
Completed Game Announcements / Re: Sheep Quest
Sun 14/10/2012 17:25:09
Nice, will check it out now
#1007
Quote from: Tamanegi on Tue 09/10/2012 17:41:34
Thank you, that is... very good to know. And makes me wonder why it isn't listed in the room events; it would have saved me a few hours of code puzzling.

Why what isn't listed? Repeatedly_execute is listed in the events pane. In fact, it's the only way to use it.
#1008
PassionatePatty, Onker just asked you a question.
#1009
Critics' Lounge / Re: A morgue
Mon 08/10/2012 06:39:45
Really nice background! I like the handpainted look.
My only real gripe would be the light beams - they're both unrealistic and sloppily drawn. Remove them and add only a bright halo around the light-source itself. The same goes for the light coming in from the yellow windows; just get rid of it.

This is a smaller issue, but something about the scale confuses me. Maybe the body compartments (I don't know the technical term) are too big? They seem like they are designed to fit giants. A pathologist would have to be twice as tall as a normal human to extract and observe the bodies in the top row.
#1010
Have a dummy character say it, using SayBackground. This character is invisible (use a blank sprite) and follows the main character around the screen.
#1011
I'm also a strong maybe. But I would prefer the first half, even the beginning of, August.
#1012
Quote from: Crimson Wizard on Mon 01/10/2012 12:42:58
I'll shoot. I will try not to kill him, because the laws of the country require that the man is given a punishment by the court (which may not be death sentence). But if he will die, I'll take this as a manifestation of natural justice: responsibility for one's actions.

You'll shoot and then blame nature? Which ethical position is this? If you do shoot and kill him, you'll be guilty of manslaughter/murder.

I definitely wouldn't shoot, as that would likely wound/kill the person in a way that isn't stipulated in our nation's laws. I refuse to be both jury and executioner, especially with only a few seconds to act. I think interrupting the rape and calling the police would be enough a heroic deed.
#1013
An interesting read. Ethics and the theories describing it are extremely complicated.

Sometimes it becomes very hard to draw exact lines, as in the case of religiousity - you tend to behave altruistically, but one could argue that you simply wish to be rewarded in afterlife. However, this doesn't take away the beneficial effects of behaving altruistically. This also raises the questions whether absolute morals exist independent of agents, or if they always require a social context.

Having strong virtues and principles will probably help you in many situations where normal rules and standards have been set aside. For instance, if everyone around you was a Nazi, and you were ordered to gas Jews, you could fall back on the categorical imperative, which says that your action can only be justified if it could work as a general rule. Alternatively, you could refer to a religious dogma, which might tell you something like "do not to others what you don't want others to do to you" - this extists in most religious, I believe. It's not always a pragmatic choice, but at least you will be consistent in your actions.

This will help you to resolve really hard dilemmas; let's say enemy soldiers capture you and give you the option to execute a friendly prisoner. The alternative is that the enemy will execute ten others instead. You have the (apparent) choice to reduce the amount of killings, but if you have principles that forbid you to kill innocent, unarmed people, you will hand over the responsibility to the soldiers. Perhaps your decision didn't lead to the best result, but you stayed true to your principles.
#1014
Yeah, the performance mode may be the key.
Also, try changing the display resolution (the windows settings, not the game setup) to 16 bits (you may have 32 now). This worked for me.
#1015
Off-topic:
Hehe, loving those characters, and the dialogue... Hope to see more of this!
#1016
Just create a new inventory item instead. Then use the custom cursor graphic option to change the cursor sprite.

Thus:
Code: ags

function istaff_UseInv() 
{
if (cELF.ActiveInventory==ithread) {
    cELF.LoseInventory(ithread);
    cELF.LoseInventory(istaff);
    cELF.AddInventory (ifishingrod);
    }
}
#1017
Can you provide the code please? What command are you using to have the character walk to begin with? The coordinates are yours to set anywhere you want.
#1018
Wow, I'm starting to feel lucky I don't have this kind of problems with my parents. Sounds horrible! My condolences.
#1019
I just claimed something excitable :)
Probably won't show up though, but you never know! Good luck guys!
#1020
Critics' Lounge / Re: Hand-drawn walkcycles
Fri 21/09/2012 20:18:53
First frame is good.
Second frame not so much, at least the bottom one which has a too short arm. I would bend the knee more, to put the foot closer to the other leg. You don't really swing the foot until later in the stride (when it's about to touch ground).
Third frame is ok, although in the bottow row the arms haven't moved. I'd reduce some of the movement in the previous frame, since it's already reaching back too far.
Fourth one is quite good, although I think you should move his upper body forward, as it looks like he's suddenly stopping now, or recoiling.

It would be easier to judge if you provided an animation.
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