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Messages - Baron

#3141
So is this competition going to turn over or am I going to have to go back to working on my game?
#3142
Well, you could use the "AreCharactersColliding" command, but I never found it very useful since it only compares baselines.  I remember when I was working on my Death Orb arcade game (never finished but workable demo available here )  I made target boxes out of character[].x and character[].y variables which triggered scripts in the repeatedly execute part of my global script (although the room script would work fine to if you planned to only have the shooting in one place).  Something like:

if( (character[BULLET].x <= character[BADGUY].x+5) && (character[BULLET].x >= character[BADGUY].x -5)){
  if ((character[BULLET].y <= character[BADGUY].y +10) && (character[BULLET].y >= character[BADGUY].y)){
     
            script here (animation, change variables, blah blah blah)
}
}
   ....would make a target of 10x10 pixels at the foot of the bad guy.  When the bullet's coordinates are inside that target, the repeatedly execute script would be triggered.  It's a pretty simple way to construct a collision system.  Of course with AGS 2.7+ character[].variables have been changed to something shorter....

    ....Unless you're thinking about making a shooting cutscene, in which case it would be a much simpler matter of just reading the manual and moving characters from A to B.


EDIT: Ah yes, a little research is never a bad idea either!
#3143
The Detroit Tigers of baseball blew it. 
      -> The Iowa Hawkeyes of the American college football league blew it too.
          -> baseball is losing popularity to American football in some isolated and remote corner of the world
              -> American football is like watching a church committee
                     ->who'd watch American football anyway?
      -> The Buffalo Bills of American Football blew it (thank god there's hockey in Buffalo)
      -> The Toronto Maple Leafs of hockey always blow it, but we love 'em anyway.

      Assuming this thread has anything to with the broken dreams of sports fans, as the subject line might imply, I'd say we're pretty much back on track.  Carry on.
#3144
DIE!!!!!!




.....I mean..... sports rivalries are so trivial and childish die.  Why can't we all just get along die? 

Ah, it's probably all fixed anyway.....
#3145
Yes, looking very good indeed!  The "period" feel is intriguing...  it's almost like Sweethaven from the Popeye universe (I notice that Sydney seems to talk a bit like Popeye too - a casual resemblance, I'm sure).  Keep up the good work!
#3146
Anytime in July or August is good for me personally, but be aware that the first weekend of July is the Canada Day long weekend and the first weekend of August is the Civic long weekend, which essentially mean higher prices and traffic congestion in Ontario :P
#3147
Quote from: Disco on Fri 13/10/2006 17:32:04
Otherwise I have looked at two other promising cottages. Kennisis Lake and Moose Lake. Both are severely gorgeous and a bit cheaper than Montrose, but I have no idea where they are in Ontario :/.

Both of these cottages appear to be in Haliburton County, roughly two-three hours NNE of Toronto, depending on which end of the county these cottages are located.  Haliburton is on the picturesque Canadian Sheild, reputed to be the oldest exposed bedrock in the world.  Being rock it is mostly forested, with many lakes.  It is primarily a tourist area, but as it is more off the beaten path than the more famous Muskoka and Kawartha areas it isn't "overrun" by tourists like those areas.  Both of the facilities identified by Disco are more typical Ontario cottages, so if you are in favour of experiencing our indigenous (anglo-canadian) culture I would recommend one of these options.  For more information on the Haliburton area you can visit their website or do your own search.
#3148
Mittens in Ontario -are you SERIOUS?!?
      Count me in for sure.  Anywhere between July 1 -August 31 is fine by me.  Heck, have it whenever -I'll make the time.  I suppose as a resident of Ontario that I would be remiss in my duty to the AGS community if I didn't volunteer to help out in some way.  I have my Ontario commercial bus driver's license, for starters, which means I can rent and drive just about anything to get people from/to an airport.  If you're looking for a nice small cheap airport to fly into I'd definitely recommend Hamilton Int'l.  You'll save $30-$50 CND in airport taxes over Pearson Int'l (Toronto), you'll get your baggage in 10 min. instead of 1 hr., and you'll be about 1/2 hr. from this cottage (vs. 1.5 hrs. + from Toronto, depending on traffic).  I don't think you can fly into Hamilton directly from Europe, but if you have the opportunity to make a connection I would seriously consider it.  I know you can fly to Hamilton from the U.S.

      As a native Ontarian I have to tell you guys that the cottage looks a little....erm.... desolate.  It'd be a shame to have Mittens in ON and not have a proper lake-side cottage, but I suppose that might cost quite a bit more.  $2000 CND a week is pretty good considering the size, especially for the short summer season.  I can definitely rustle up at least five tents, which would augment the occupancy potential.

QUINTAROS: Is there an organizing committee that I can join or something?
#3149
I think character[].animating is an on/off variable, but I'll look into that.  Delaying the speach is no problem, but extending it to the end of the loop would be trickier.  It looks like I'll probably be playing with some text-overlays and character[].frame variables -thanks anyway!
#3150
Here's the situation:

         I've got a very energetic character with a complex idle view.
         I have an identical view as a talking view, except the character's mouth moves.

         What I want to do is switch between these views in mid-loop, so that the other loop takes up at the same frame as the first instead of starting at the beginning of the loop again.  So for example  if the character is spoken to at frame 7 of his idle loop he will start talking at frame 8 of his talking loop.

        I have considered the option of animating my character manually and using text overlays where appropriate, so that the character never actually "talks", but I'm wondering if there isn't an easier way to do this.  Some sort of AnimateCharacterStartingAtFrame fuction.  Come to think of it, I could probably write something like that myself....  But then there's no sense in reinventing the wheel if I don't have to.  Does anybody have any ideas?
#3151
Was anyone actually ever sued?  It sounds like a lot of cyber-bullying to me....
#3152
I'm pretty sure that was just an idle threat, unless there were more similarities than just the name.  I mean, did George Lucas ever sue President Reagan over the use of the term "star wars"?  Besides, I don't think a 21st century developer can hold a copyright over a thousand year old word, unless it is part of an original slogan.  Of course, the future may yet prove me wrong ->remember in the Futurama universe that the words "mom" and "love" are registered trademarks or Mom's Friendly Robot Company.... :P
#3153
Why ever would they have done that?  Because of their treatment in Adventure Lantern?  Explain yourself.
#3154
Ah, more exposure for The Winter Rose!  Awsome.
#3155
The graphics look fine.  Don't get too caught up with fancy graphics -it's the game we're interested in.  Good luck finishing!
#3156
There's a lot of material on the internet on the history of adventure games (http://en.wikipedia.org/wiki/Adventure_game  for starters.....).  Some folks around here could probably teach a course on the history of AGS.  What exactly are you looking for?

#3157
I too have seen this thread before before.....

It's what gave me the idea in my latest game (The Winter Rose) to do exactly what Trumgottist suggested: have an "undo" function so that dying didn't really cost you.  I believe that dying is essential in any adventurous adventure game.  After all, "conquest without risk is triumph without glory".  I need the potential of death to make a dangerous situation seem real.

But that is not to say that death should be punitive.  You really should feel free to try wacky stuff in an adventure game without being set back half-an-hour for dying.  So the ideal compramise, in my opinion, was to have lots of dying opportunities but also a "retry" function that would put you back just before you got into the "point of no return" where you would either surely die or be a walking dead.

I guess that's enough plugging of my game....  I do wish more programmers would incorporate similar functions into their games however!

BaRoN
#3158
I like your backgrounds.  Outstanding for a first effort.  I look forward to many more.

BaRoN
#3159
I think I can finally agree with Alun on this one.

But....

Quote from: Snarky on Tue 14/02/2006 02:36:03

SSH, the claim that American English is closer than current British English to the English of 200 years ago mainly applies to pronunciation. British spelling is more traditional than American spelling in almost all cases.

...Ergo, clearly the most similar form of English to that of 200 years ago must be that in use by we Canadians!Ã,  We have an essentailly American accent while preserving the Queen's good spelling!Ã,  Ã, :P
#3160
Quote from: Ali on Mon 13/02/2006 11:24:21

'thou hast wronged mine eyes with thine mini-skirt'


Thou meanst, of course: "thou hast wronged my eyes with thy mini-skirt."

I'm beginning to see the problem.....

But since it's hard to take the fact of dragons sleeping for thousands of years seriously (*cough* REIGN OF FIRE *cough*), an affected though inaccurate rendition of old-style English seems to me entirely appropriate.

BaRoN
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