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Messages - Andail

#1061
Quote from: Khris on Thu 09/08/2012 23:36:56
I loved to play something realistic for a change, without dozens of inventory items.


Yeah, like
Spoiler

...combining garlic with a plank, to chase away a decapitated head! Very realistc :P
[close]
#1062
Awesome :)
I will download and make a donation when I get my next salary in a couple of weeks...

Especially PISS is intriguing, if I'm allowed to pick favourites like that.
#1063
First of all, why not use a walkable area to decide where the player can and cannot go?

Second, mind that you're blocking the rest of the script when the player is instructed to walk with an eBlock. So the hotspots and stuff aren't affected until the player is done walking. One way to solve this is by handling all the enabling/disabling of hotspots and areas in the "enter room before fade-in" instead.

If nothing works, check that the other character is indeed in the specified room by having something like
function room_AfterFadeIn()
{
Display ("The guard is in room %d", cMGrd.Room);
}
or similar. Just to make sure.
#1064
General Discussion / Re: Creature Ideas
Sat 11/08/2012 00:03:33
You told people to draw a picture if they had the time, so I really think you should look into getting a picture-viewing utility.

Otherwise it would be kind of rude. "Hey guys draw pictures!" and then you go "nah can't see pictures."
#1065
I don't want to spoil my game by telling exactly, but this should be enough:
* All objects are identical
* They need to be positioned on certain areas, which are also identical, and which have been drawn so that the objects should fit with a few pixels margin
* When all objects have been moved around so that they are in the correct areas, a function will be triggered

Let's say that I've drawn a hundred holes on a golf green, seen from above, and there are eight balls. All the balls are objects that can be dragged and dropped with the mouse. The player needs to move all the balls so that they fit into the correct eight holes. How best check if the correct eight holes have balls in them?

Note: Everything else is neatly scripted and working splendidly, I just need an effective way to check the result. Geork's solution works satisfactorily, since the player will intuitively place the object neatly in the area anyhow, but it does allow the objects to be placed very imperfectly and still trigger the if-function.
#1066
Well, all the objects have to be placed in any of the areas. But it doesn't matter which object is in which area.

So, any object in any area, but every object needs to be in one area.

I think Geork's solution suits me well now, and this is only in one little room anyway, so I don't think the computer will be slowed down.
Thanks a lot, still :)
#1067
Crimson, how do I implement this? I get that it's testing all objects in the room to check whether they're in the ranges, but if I have 8 areas, how do I check if all of these areas have objects in them?
#1068
Wow, thanks :) I tried it quickly and it seems to do the trick! Will return otherwise.
Thanks again!
#1069
Basically I would like to use something like
Code: ags

if (Object.GetAtScreenXY (and here insert a range of x coordinates, and then a range of y coordinates, which will constitute an area) != null){
}

I've been scripting all day and getting a bit disoriented, so this could probably be rather easy. Alternatively, I could draw regions or hotspots and check whether any objects has ended up on top of them.
#1070
Just played through the first dialogue and was really thrilled to hear Eric's and Chris' voices, excellent work there guys!

The graphic style is cute in its crayon-like naivism. Music top notch, animations great.

Also wanted to share that it was impossible to run this on my laptop with Win 7 on it, until I changed the display resolution from 32 to 16 (after having tried all the old tricks in the book, including "high performance" energy settings and played around with drivers and setting and whatnot).
#1071
Nice, Grundislav, downloading now!
#1072
Critics' Lounge / Re: Pixie Pixels
Wed 08/08/2012 08:26:40
Oh really.
Well, you said you wanted her to look clever, and at least a handful members have pointed out that she looks kind of neanderthalish, so, this being the critics' lounge and all, maybe we felt that was worth pointing out.

I admit it was irrelevant for me to go on about cute looks, but maybe I was distracted by how you said she needed to be beautiful (an "unnatural beauty", even). And for some reason you chose to have really gorgeous supermodels as references, so good looks must really matter to you after all.

And it's all fine that you take a stand for what actual human females look like, except of course real women who break up espionage rings probably don't strut around in tiny bikinis looking whimsical.

Giving mixed signals, anyone?

For the record, I think the three other models you've drawn are really good. But the fourth needs some work, that's all.
#1073
Critics' Lounge / Re: Pixie Pixels
Mon 06/08/2012 08:54:49
Quote from: Baron on Mon 06/08/2012 02:24:24
Quote from: Andail on Thu 02/08/2012 11:04:17
Your character has... virtually no forehead.

Quote from: Anian on Sun 05/08/2012 08:40:51
The hair band thing doesn't help with the forehead looking long

See, I'm getting mixed messages here.  For some the forehead is non-existent, for others it is too long.... 

The only reason the signals are mixed is because the head is so anatomically deviant it's hard to name the parts properly. When it comes to crux of the matter - that your pixie looks neanderthalish - I think the signals are pretty clear.

Maybe my former paint-over was a bit too realistic or something, so I made this very quick and rough sketch to illustrate the typical exaggerated "cute" ratio used in cartoons:
[imgzoom]http://www.esseb.com/andail/cartoonpixie.png[/imgzoom]
This one isn't anatomically correct - it's basically a big ball with eyes on - but it conveys positive things like friendliness and a childlike cuteness, often found in pixies, I'd guess.

Now, I do feel a bit guilty for nagging about things like beauty, as if every character has to be cute, and furthermore you seem pretty hellbent on keeping your character the way she is, or you wouldn't be all focused on which colour her top should be.
#1074
This thread has people lik Cpt Mostly and Las Naranjas posting in it, awesome.

On topic: I remember liking Suikoden a lot, and the aforementioned Shining Force. That might be because they're probably the only old-school rpgs I ever played.
#1075
Before more people feel inclined to moderate Ig, let me just direct your attention to his permanent ban.

EDIT:
... which has now been made unpermanent.
#1076
In Repeatedly execute, you check whether the character reaches the destination, and then run the animations when that is true.

Like:
Code: ags

function whatever()
{
cCharacter.Walk (100, 100, eNoBlock);
}
function room_RepExec()
{
if (cCharacter.X == 100){
 cCharacter.Animate ();
}
}


You can also include something to make sure it only happens once, so that the character doesn't animate every time it touches that coordinate.
#1077
Guys, don't fill the thread with hints and tips, there's a special forum for that.
#1078
Yeah, Progz, I think playing more games is something I should really look into. However, asking for help has never been a problem for me! The only reservation I have now about pestering people with questions is that I want the game to be a commercial, and I really should be paying for assistance...

And involving your life partner in your project is just as important here as anywhere else - I mean, even if they're not into AGS-games per see, there are surely some areas they can offer opinions on.
#1079
The Rumpus Room / Re: Icey games' thread
Fri 03/08/2012 19:20:32
Ok, since this thread is basically all about Icey publishing random thoughts and scribbles, I've moved it to the Rumpus.

Once you have made some proper progress, Icey, I'll be the first to post in your GiP thread and wish you good luck.
#1080
Who's this? You? Someone you know?
ANSWERS, I DEMAND ANSWERS
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