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#681
Beginners' Technical Questions / Re: inventory
Mon 26/08/2013 17:49:56
Yes, the command has a second parameter that lets you specify where it will be positioned. It's described in the manual.

cEgo.AddInventory (iKey, 1);
#682
Upon firing, just turn on an object and have it move toward where you clicked, preferably by using the tween module (so you can have it accelerate/slow down if needed - a rocket may pick up speed, and an arrow will probably slow down a bit.) Don't block it.

In repeatedly_execute, you check if the object is colliding with a character.

So
Code: ags

function on_mouse_click(MouseButton button) {
  if (mouse == eMouseLeft){
    oProjectile.Visible = true;
    oProjectile.Move (mouse.x, mouse.y, 10, eNoBlock, eAnywhere);
  }
}

function repeatedly_execute() {
  if (GetCharacterAt (oProjectile.X, oProjectile.Y) != null){
    Character * target = GetCharacterAt (oProjectile.X, oProjectile.Y);
    // then script "target"'s fate here...
  }
}

Haven't tested this, and was a bit stressed while writing, so it may contain huge errors!
#683
No, my thought is we just make next tuesday the final deadline. So everyone has one week now to produce the final result. Of course, that shouldn't prevent people from posting more wip posts and offer more c&c.
#684
Quote from: Darth Mandarb on Fri 23/08/2013 12:59:24
I picked up the book as well.

I can't guarantee my participation (working full time, working on a game (shhh!), planning a wedding, you know... the usual stuff) but I loved the idea enough to at least hope I can read along!

Your wedding? Your game? Excitement :)
#685
Hi, Squinky!
You can display your code properly by using the [ code=ags ] tag. Also remember indentation!

Quote from: Squinky on Sat 24/08/2013 02:13:07

Code: ags

// room script file
function room_RepExec()
{
  if (IsTimerExpired(1)) {
    cEgo.ChangeRoom (1, 620, 420);    
    Display("Timer 1 expired");
    Display ("Reset Zombie 1");
  }
  if (cEgo.Room==1){
    cEgo.FollowCharacter (cChar1);
  }
}
//Zombie scripts
function cEgo_AnyClick()
{
  Display ("Zombie destroyed");
  cEgo.StopMoving ();
  cEgo.ChangeRoom (2);
  SetTimer(1,200); 
}



I don't know why the zombie jumps on top of the character it's following. Maybe try cEgo.FollowCharacter (null); to cancel the following around while it's disabled. I would also recommend naming the characters better to avoid confusion - like cZombie, cEgo traditionally being the protagonist :)
#686
While an interesting idea, I don't see how the complex world building actually enhances gameplay. Why would I find it more exciting to play through a set of platform levels just because I knew they were based on completely random folders and files on my hard drive? It's not like those folders mean very much to me.
#687
Okay, this is where those who managed to make some kind of sketch or concept before the first deadline continue to work on their pieces.

We now spend some minutes going through our fellow artists' sketches, offering c&c. We comment on the basic idea, the layout, the composition, the text, etc.

We work on these pictures for one week, until it's time for another round of c&c, before we finish our pieces.
#688
I don't read much sci-fi or fantasy, but the latest one I did read was really great: The blade itself by Joe Abercrombie. It's very different to the stereotypical fantasy, which is always about a young boy who grows up and becomes awesome and saves the world(s). Take that from one who, as I said, don't read much fantasy, so I guess the genre has probably evolved lately. Still, I think The blade itself is more mature and multifaceted than most of its genre.
#690
I might have replied here, but Calin was clearly only interested in what female feminists thought about it...
#691
I think this is a terrific idea, however I'm personally too swamped with work (both day job and game) to take on more deadlines.

Just wanted to say that Blood Meridian is one of my favourite novels all time - simply outstanding.
#692
Would it work if the
on_event / eEventRestoreGame
included a
wantQuit = false;
?

Wouldn't that load the game and prevent it from quitting?

Edit:
Haha, didn't see you had updated your code, with that precise solution :)
#693
Curious, Monkey_05_06, if I didn't know you had suggested that code, I'd say the save-game would keep the bool wantQuit in the true state, thus immediately quitting the game once loaded.

Either way, isn't Khris's example much simpler? It simply removes the menu before fading in. I would have suggested always closing down the gui in question at
on_event / eEventEnterRoomBeforeFadein
myself, but using the restore game event is even more elegant.
#694
Pics or it didn't happen!
#695
Have you tried using something like
if (File.Exists("autosavefilename"))
?

Edit:
Oh you managed.
#696
General Discussion / Re: Board Game Geeks
Sat 17/08/2013 07:30:11
Me and some colleagues meet a couple of times a year to play table top rpg. So, I take your geek points and raise with a million.
Although I should add it's mostly for nostalgic reasons - and to hang out.
#697
Yeah Khris, that was a bit unnecessary. Djbriandamage was just trying to be helpful. I think you owe him a better welcome than that!
#698
Snarky, thanks for bringing that up, it's a good point.

In my game, English isn't as much "English", as it is a universal language that people can understand. I've tried to avoid as many colloqualisms, slang expressions and specific regional features as much as possible, to prevent people from reacting on something being out of place or character.

I've got a lot of confidence when it comes to producing formal English, but I'm really bad at capturing or emulating colloquial, natural speech, so I won't even try my hands at it. I guess this is probably reflected in the bookish tone of my daily posts here in the forum.

One thing I hate is when certain nationalities, especially Asians and Germans I guess - no offence anyone - create games or comics or even speak IRL and try so darn hard to sound American it just gets silly. There are certain types of exchange students I met during my student years that always spoke really bad English, but made sure to insert "ain't" and "my bad" and "whatnot" etc exactly everywhere, in hope of sounding American.
#700
Adventure games are really popular to complain about. "How csn those pockets fit so much inventory?" "Why csn't he just go and buy a power drill to open all those locks?" "Unrealistic!" "No wonder this genre is dead!!!"

Some people/reviewers just can't accept that those things are part of the contract of playing an adventure game, regardless of how unrealistic they are. All genres have their own weird idiosynchracies, and fans of any specific genre will gladly ignore certain aspects of it.

How come all the rubble and debris in Half Life form perfect paths for the character to walk, which he can't leave, how come all the enemies become gradually harder as you gain access to better weapons, how come certain events take place exactly when you reach a certain location, etc etc, that's pretty unrealistic. Oh I heard you like GTA, wow it's pretty strange that everyone has the memory of goldfish - you can shoot at a cop and then get out of sight for a while and everything's forgotten, pretty unrealistic, and you can crash straight into a brick wall without getting injured, etc, but you wouldn't call those things flaws, they're just typical aspects of such games.

Slightly convoluted puzzles and a strange tendency to pick up seemingly useless objects are simply things you have to expect and accept when playing most adventure games.
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