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Messages - Calin Leafshade

#3381
Quote from: Uhfgood on Mon 05/10/2009 00:21:54
About Mr. Men books being "rubbish", you did realize those were for kids right?

Well I was hoping the humour of what I said was obvious but apparantly not.

Yes I understand they were childrens books and wasn't seriously comparing them to Lord of the Bloody Flies.

Incidentally I also believe that 'Mr Strong goes to town" is inferior to A Christmas Carol.

Though Little Miss Sunshine Meets Mr Tickles gives it a run for it's money...
#3382
I've just been going through and processing some of my voice acting and it occured to me that it is impossible for me to match my reverb to the environment since certain lines can be said in multiple locations.

So i wondered if it would be possible to implement some kind of reverb on the fly. I cant imagine this would be very difficult to do since there are an awful lot of real time reverb modules already available off the peg for gaming (freeverb for instance) I also think that OpenAL supports environmental audio very easily.

Are there any plans to switch the sound system to openAL or give the engine some kind of reverb plugin?
#3383
Lazybums. You should be ashamed of yourselves...  :=
#3385
Ofcourse it's still freeware. All my games are going to be freeware.

I might allow donations but i hadnt really thought about that.. I just want to tell a story ya know.
#3386
To be honest i am wayyy too invested in this project now to abandon it.

I suppose its not really episodic in the traditional sense. Think of it more like the godfather trilogy. One story told over three films.
The first episode is quite short and is mainly used to set the scene, the mood and establish the characters.
After release of the first episode I am going to immediately start work on the second episode andI'm hoping it will only take me about 4-6 weeks to complete.
The third episode will probably be released early january.

I've actually booked 2 weeks off work to really push this project :p thats commitment my friend.

Is the first episode rounded? hmmm probably not.. it ends on a cliff hanger and there is very little "adventure gaming" going on.

The 2 main criticisms of the first episode are going to be "too short and not enough puzzles".
#3387
Quote from: Vince Twelve on Sat 03/10/2009 14:27:18
I'm not a moderator, but if I were, I would have locked this thread by now.

Moderators should be armed with shotguns for this kind of thread..
#3388
incidentally 508 is the sum of 4 consecutive primes </clogging angry man's thread with useless information>
#3389
Critics' Lounge / Re: A dystopian audio file
Fri 02/10/2009 23:18:31
I presume you recorded this on your mobile?

Get AMRplayer and convert it to MP3.. not everyone has masses of decoders like i do: p
#3390
.reg files will be added to the registry on double click.

You can use the export function in regedit to create a reg file
#3391
But that still doesnt solve the problem.

If the cutscene runs in the "afterfadein" sub the dialogue still runs after the rest of the sub.
So if you were to use variables you would need to have multiple functions or a function you call multiple times which seems less than elegant.

I've actually decided to put the cutscene script INSIDE the dialogue script.. but that seems less than ideal.
#3392
Critics' Lounge / Re: How to stop 'marching'
Wed 30/09/2009 23:44:54
Wow i really like your walk cycle. You should do all my animations :p
#3393
Since dialogs only start once a script has finished whats the best way to script a cutscene with a dialogue in the middle?

So:

Some stuff happens
Run dialog
Some more stuff happens

If you scripted it like that the dialog would happen at the end instead of the middle.

#3394
Yeah, Walkbehind area.. thanks
#3395
For some reason i have a certain object which is completely ignoring my polite requests to be visible.

Code: ags

if(VisitedMausoleum == true){
  Display("woo");
oPapers.Visible = true;
}


I've debugged it to some degree (notice the 'woo') so i definately know the line is executing but the object just refuses to be visible.

Any ideas? Have i done something stupid?
#3396
Critics' Lounge / Re: How to stop 'marching'
Wed 30/09/2009 16:19:56
Isnt that how his shoulders would be if he wore a big baggy coat with a collar?
#3397
frasier crane sends them food parcels.
#3398
hmmm.. You would need to put something in that, once the temperatures had equalised, would be colder than zero degrees.

So to entirely freeze a bucket of 10 litres of water you would need to remove about 1kJ of energy I think (MCdT)
so the object you put in would need to have at least 2kJ LESS thermal energy than the water.. which is nothing really.
(it takes about 3kJ to boil water)

As for the exact temperature and material i have no idea since i dont have the specific heat capacity of loads of materials available.

It's actually not possible to calculate the total thermal energy of a system since a 'perfect' gas doesnt exist. Any changes in temperature result in phase changes which screws everything up. Thats quantum physics for you.

I reckon a lump of anything cooled to about -50 and of equal mass to the water should do it easily. Assuming perfect conditions.

#3399
Critics' Lounge / Re: How to stop 'marching'
Tue 29/09/2009 21:13:02
ok i've tried again.. what about this?




#3400
Critics' Lounge / How to stop 'marching'
Tue 29/09/2009 19:58:24
Everytime i try and do a front facing walk cycle it always looks like they're 'marching'.

Can someone explain to me why that is?

Example:



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