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Messages - Andail

#861
Naturally, only the authors and the rating staff can alter/fix the screenshots, but if people would like to help by taking screenshots and uploading them to a reliable host, we could do the rest.
#862
#1. No, there's no specific size for drawing stuff, because drawings aren't made up by pixels. It's all in the scanning process. If you draw and scan your graphics, you'll always need to adjust the exact size in an image program afterwards. Of course, you can prepare the image so that you at least draw in the correct ratio (so there's not too much cropping involved) and you can try to gauge roughly how detailed your drawing needs to be for the resolution in question, so you don't end up adding a lot of details for nothing.

#2. If you run the setup which usually accompanies AGS-games you can choose not to stretch the image to wide-screen.
#864
I agree. Makes a lot sense. It's a good way to reward people who choose not to demand money for their product.

I think a few of the other awards may, in return, be up for removal. Alternatively, we implement a jury of some sort. The way one game tends to get virtually all the awards is a bit unfortunate. Not saying Resonance didn't deserve all its awards this time, but there's certainly a trend. A jury could be involved either in the nomination phase, or the final voting.
#865
Quote from: nads on Thu 28/03/2013 08:19:39
At the absolute least there will be a proper GIP thread by the end of the Easter break. More to come real soon.

Oh, no stress. Considering how flabbergastedly excited people got about that trailer, showing actual material seems almost superfluous. I mean, after a trailer like that, it can only go downhill.

Hey! I'm just a bit annoyed that we're going to Italy this week, and the forecast shows rain every day  :(
#866
What, you couldn't wait to post a proper GiP thread (with actual stuff in it) so you went ahead and created a teaser trailer with... text?
I guess you're not exactly breaking any rules, it's just a very useless thread.

Well, good luck with the game anyways :)
#867
Quote from: Stupot+ on Mon 25/03/2013 21:45:40
Quote from: Andail on Mon 25/03/2013 14:10:15most demos I know of don't end up in the demo section of the database (My own demo of the TSP included).
Is there a recent demo, Andail? Or can we expect a new one soon? I somehow neglected to download the old one.  :embarrassed:

Well, I don't think there'll be a new demo until the full game is released. And the old one doesn't reflect all the major changes the game has gone through since then. Feel free to playtest the next playable build, though :)
#868
Not to rain on your parade, but... the whole Best Demo thing is a bit iffy at best, because most demos I know of don't end up in the demo section of the database (My own demo of the TSP included). I mean, basically all of the award winning titles had a demo released at one point, only not as demos in the AGS database, and thus not eligible for the award.

I don't know why people don't bother that much with the demo category, perhaps they think it's jinxed or something, or just unnecessary.

Not to take away any of the prestige in this category, it's still a great feat to win it.
#869
Well done, everyone!
Miez' background is really stunning. I think there might be just a tiny perspective issue with the temple building (I could elaborate on this in the critics' lounge) but, yeah, stunning.
#870
Congratulations! And well done, everyone, 2012 was a great year for AGS :)
#871
General Discussion / Re: Android/iPad/Reader
Fri 22/03/2013 14:01:19
Okay, this topic has been SOLVED.

Also, next time you start a thread, form a proper question and write in complete English sentences. Such as:
Quote
Hello, I'm new to the forum. I wonder if you can run the editor, and/or the compiled games, on Android. Please direct me to a thread where this is explained, so I don't have to use the search function.
Good bye.
[/quote
#872
Congrats Nikolas!
#873
Tres cool!
This is arguably one of the most extensive and elaborate design documents I've read all week. 
#874
Learn to use proper indentation, it will help you check if there's an { too few (or too many).
So, your code is
Code: ags

function hSzafka_Interact()
    {
    if (player.HasInventory(iCoins))
        {
        Display("There's nothing here");
    }
    else{
        player.Walk(323, 486, eBlock
        player.AddInventory(iCoins)
        Display("I found some coins")
    }
}


Found a missing ";" at line 9 and 10! They're hard to spot, the little buggers :)
#875
Yes, and it's not very difficult. It's explained quite thoroughly in the manual, which I think you should check out first.
Basically you use a text box GUI for the input, and in the script you check if a certain word was typed. There's even a text parser pane in the editor for facilitating the process.
#876
I don't exactly agree, but I know how most people think and feel about this, so I'm adjusting my own game accordingly.

I for one think it's unrealistic and a bit absurd to allow the character to pick up objects unless s/he has even a vague suspicion it may actually be used. Especially if it's a mundane, seemingly useless object. With tools like knives, crowbars and monkeys, it's a different thing altogether - these may always come in handy.

This becomes extra absurd if we're talking about a collection of items, like the goods on display in a shop, or books in a bookshelf. If the character has no idea one of these books will be useful later, why on earth would he pick up that precise one, and not the entire library?

Quote
It doesn't really matter if you literally carry a rock around or know where to get one quickly as far as the plot is concerned. I pick that rock up now and happen to find it useful later is the same as coming across a situation where I really need a rock, and then go and pick one up.
That icon in my inventory just means I happen to have the ability to get a rock and use it- no need to make the player actually *return* to the place where that rock is.

I don't personally look at it like this at all, and I doubt most people do (except when trying to provide explanations in a GTD thread). When I play I consider the items in my inventory my personal possessions, not items I have a theoretical access to. If that was the case, how does it work when the player is suddenly trapped inside a room? Washed ashore an isolated island? Does s/he still have access to all the items in the game world?
Some items are only obtained within a short time window, or awarded in very unique situations. I don't think your model of theoretical access fits in those situations.

I think we've seen plenty of ways games have solved this in the past. In MI, I recall many instances where the object you end up with is the result of another action, like the left-over ingredient in a combination of other objects, or simply something you hold on to instead of throwing it away (let's say you move a chain to enter a door, and you simply choose to keep the chain).

I believe letting the character pick up everything at any moment takes away some of the lateral thinking. If the player encounters a situation where the object could be used, I'd prefer to let him make this connection himself, and go back and fetch it. The alternative - to simply allow the player to solve the puzzle by first clicking everywhere (to get the item) and then clicking everywhere again (this time with the inventory item) - just promotes mechanical problem-solving, in my opinion.
#878
I stand corrected!
I should look more carefully next time I want to correct someone about which chord someone else is taking on a picture.
#880
Site & Forum Reports / Re: Bug reports
Mon 11/03/2013 11:34:45
The voting banner is still showing, and it's added a week to the deadline. At least for me it has.
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