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Messages - Calin Leafshade

#3481
Yeah i just have a series of else if statements with the final else being "that doesnt work" or whatever. Then you just add various else ifs for you items
#3482
Ahhh, im waiting for some star wars fan to heavily scold you for not knowing who Ford played.

He was Han Solo, Mark Hammil was luke skywalker.
#3483
I finished Dreamfall a couple of weeks ago and i was wondering if anyone can suggest a game with a similar kinda feel to it.

It wasnt really the plot that drew me in it was more the characters and the general tone of it.

Zoe Castillo is probably one of my favourite game characters of all time. She's just so believable.. something which seems to be lacking in video game characters with big coats and pointy hair.

It was a game which was for adults without being full of gore.. which i liked.

so any suggestions?
#3484
I've just realised when i said i'd 'updated the trailer' i forgot to change the link... lolz  :-\

I have now definately updated the link if anyones curious
#3485
I had just forgotten about 'else if'

im sure you can appriciate that without 'else if' the situation becomes much more confusing with multiple exclusive conditions since they are nested. 'else if' isnt a nested if statement.

#3486
The apples were kind irrelevent.

The point was that i needed a way of testing for ALL other possibilities.

However the else if statement works fine. I forgot about that

else if is not technically a NESTED if statement.

A nested if statement looks like

Code: ags

If (condition1) {
     If(condition2) {
            If(condition3{

}
}
}
#3487
Beginners' Technical Questions / Select Case?
Wed 26/08/2009 17:53:15
Is there a scripting command in AGS similar to the Select case command in VB.. i forget what its called in C

Essentially you pass a variable to the command and it check various outcomes i.e

Select Case NumberOfApples

Case 1
You have one apple

Case 2
You have 2 apples

Else
Any other possibility

End select

I know this can be done with nested if statements but if you have a lot of them it can get confusing.

Its check using inventory items on things. So it checks for all the cases where it does have an action and if none of those are applicable it gives a stock "does not work" message.
#3488
I've updated the small demo/trailer thing in the first post. Its more representative of the final product.
#3489
merci
#3490
Is it possible to have multiple backgrounds for a room and change them at will?

For example a day and night version of the same scene?
#3491
heh you got Moderowned
#3492
Wow, you guys are brutal..

i hope my work never pisses you off.
#3493
Quote from: Snake on Tue 25/08/2009 03:25:47
Calin, this looks and sounds like it'll be a brilliant piece of fiction. Your writing, just from the screenshot, sounds geniously delicious. I can already tell that you know how to tell a story... and not just tell it.

Thanks very much. The writing will be much like that through out the series.. Its all about the whole 'film noir' thing i'm trying to pull off.. lets see how well i manage it.

Quote from: Snake on Tue 25/08/2009 03:25:47
One downside:
I can't play your demo. My monitor doesn't support 1280x960. I've tried both fullscreen and windowed mode.

firstly if you expecting to 'play' the demo you will be disappointed :p It just the opening cutscenes which i may still rewrite due to certain clumsy writing.

However, the reason i have it at a silly resolution is that i have an LCD monitor which tends to screw up if you play at a non native resolution but as the poster above says all you have to do is change the graphics filter to none to get 320x200 (make sure you use the letter boxing option or it looks stretched).

Quote from: SteveMcCrea on Tue 25/08/2009 03:56:43
Another note from the demo... the voice narration is pretty good. Enough to maintain the atmosphere, I'd say. The speech doesn't exactly match the text though, which is distracting. And "i" instead of "I" should be reserved for ee cummings poetry.

Apologies again. This is essentially because I havent proof read it and I'm still getting to grips with AGS (this being my first attempt using it, i only downloaded it about a week ago) so my attention has been drawn to technical aspects rather than presentation. I do have some experience with programming in C though so I think I've picked it up fairly quickly.

You can consider The McCarthy Chronicles to be in a state of perpetual beta for the foreseeable future.. which is essentially an excuse for me to repeatedly fuck up.  ::)

I just wanna get more blue cups than Yahtzee....
#3494
Heat has three methods of motion.

Conduction - which will not happen in a vacuum
Convection - which is due to varying densities, also not possible in space
and radiation - This is electro magnetic radiation which is how we get our heat from the sun.

The soup would cool down but very slowly...

As for the baseball; Air resistence is a fairly small force when considering something like a baseball. Even without air resistence you would need to apply about 5MJoules to the baseball. which is about 2.5 sticks of dynamite.

EDIT: actually now i think about it, im wrong about the soup.

The soup would freeze.

Conduction has quite a small effect on heat transfer. Most of the heat loss is done by radiation, which is still affected by differential temperature gradients.. therefore the soups days are numbered. since its like 3-4K in space.

Conduction in a gas is really quite small.. think about touching something metal which has been in a room for along time.. its still cold.
#3495
A film-noir inspired, supernatural detective story.

Rick McCarthy is a private detective marred by a secretive and destructive past.
He is pulled into a world of blood sacrifice and invocation.
Can he hide his past, solve the crime and get the girl?

Development Progress
Story: 100%
Dialog: 90%
Backgrounds: 100%
Character Sprites: 60%
Object Sprites: Havent a clue.. 5% maybe
Inventory Sprites: 0%
Music: 15%
Sound: 10%

Screenies









You can see a brief teaser here

Teaser Trailer

#3496
General Discussion / Re: Post from your work
Sat 22/08/2009 11:15:25
Quote from: Oliwerko on Fri 21/08/2009 13:05:12Well, I teach girls english

Is that a euphemism?  ;D
#3497
Advanced Technical Forum / Re: Background text
Sat 22/08/2009 02:30:09
Ok i figured it out.

The module wont continue onto the next queued message if the 'message' var isnt passed.

If you just pass an @ marker to it it will stay on that message indefinately.

This means you cant use both the sound playing function AND the subtitle function without using the message function. (for narration for example)

EDIT: Nevermind, I figured that out too. Just append the qDelay function to your @# marker
#3498
Advanced Technical Forum / Re: Background text
Sat 22/08/2009 01:21:51
Nevermind,

I'm using SSH's module but i cant get the messages to queue... it plays the first fine and then just stops

???
#3499
Advanced Technical Forum / Background text
Sat 22/08/2009 00:35:55
How do i display text for a certain period of time whilst animations and sound is still running?

I've seen modules that do this but they all tie the text to a character. i need to display the text at a certain point on the screen as a narration.

Any help would be nice  :)
#3500
Critics' Lounge / First Room
Fri 21/08/2009 17:23:15
I'm sorry for posting again, I promise this will be my last post on unimportant things but i wanted to make sure im not doing anything fundamentally wrong.

This is my first room.. The hanging man will be an animated sprite but i added it here for context

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