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Messages - Captain Lexington

#41
I agree nearly 100% with veryweirdguy except I don't download the music to get a feel for the band, I go to free.napster.com

(Well, okay, also, I don't much like Nine Inch Nails but to each his own  ;) )

The only songs I've downloaded online without paying for are tracks on the No Kill I's website which they put there  themselves because they haven't released an album yet.
#42
Here you were, complaining you couldn't come up with an idea.

And then you had the best. Idea. Ever.

I'll edit with my entry.

EDIT: Neeeeeevermind.
#43
No no no this simply won't do.

Any idea what your mistake was?

Made with another engine, perhaps?
#44
Of course, FSi. Why didn't I think of that?

Brilliant.
#45
Critics' Lounge / Re: tank sprite
Fri 02/05/2008 05:37:37
Just quick recoloration of Ben's water.

#46
I'm currently in the midst of translating a game and had a question that led to someone in the #AGS room warning me not to use Microsoft Word to translate it because as a word processor and not a text editor it uses special symbols and reformats the text in ways text editors (and apparently AGS) can't handle.

Because I'm highlighting to track my progress, I'd like to keep using it. I was wondering if other people had experienced troubles with translations and Word, or if I can proceed without fear.

Thanks.
#47
Looks great! A game with writing worthy of publication in another medium sounds pretty bloody promising.

Anyway, downloading now and playing soon.

EDIT: Following the rules is good, particularly when you aren't sure if you're breaking a rule or not.

EDIT2: "With a writing"? I think not.
#49
@monkey: My game will take place in a scrolling room of indeterminate size, and I'm not sure I want to attack this problem again after that's been figured out.

@KhrisMUC: Thanks for the tip, but I just realized something: My current character does not (and most likely will not) have a walkcycle animation, and quick test shows that if indeed he had one the Char.x/y functions don't run it. I tried replacing the cPluto.FaceLocation with cPluto.Animate but it didn't work out quite as planned.

@Punaman: I tried the WalkStraight because the documentation said it was good for keyboard movement, but two problems arose:

a) the original problem of only being able to move a finite distance, addressed above,

and

b) the character would move only slightly and then stop, resuming motion only after the key was released.


As it is, the code posted before suits me fine for this project, but won't work for anyone else or for any future game projects of my own, so I'd like to get it settled now.

EDIT: Bits were changed.


EDIT2: I've changed from a keyboard interface to a parser-driven "go to [thing]" type deal (with of course moving to a place automatically if you try to interact with it). So basically this question is irrelevant, although I'd really like to know how that disappeared code worked, and would maybe switch back if I had it. If any of you want to figure this out for purely academic reasons, or just don't want me to make a game with such an interface, feel free to continue this thread to figure it out. If not, I'm content with writing it off to fate and locking the thread. Cheers.
#50
Well I've figured out how to fix all of the problems...

Code: ags
if (IsKeyPressed(372)==1) {
    cPluto.y--;
     if (IsKeyPressed(377)==1){
      cPluto.FaceLocation (cPluto.x+1,  cPluto.y);
    }
    else if (IsKeyPressed(375)==1) {
      cPluto.FaceLocation (cPluto.x-1,  cPluto.y);
    }
    else if (IsKeyPressed(375/377)==0){
      cPluto.FaceLocation (cPluto.x,  cPluto.y-1);
    }
  }
  if (IsKeyPressed(377)==1) {
    cPluto.x++;
    cPluto.FaceLocation(cPluto.x+1,  cPluto.y);
    }
   if (IsKeyPressed(375)==1) {
    cPluto.x--;
    cPluto.FaceLocation(cPluto.x-1,  cPluto.y);
    }
   if (IsKeyPressed(380)==1) {
    cPluto.y++;
    if (IsKeyPressed(377)==1){
      cPluto.FaceLocation (cPluto.x+1,  cPluto.y);
    }
    else if (IsKeyPressed(375)==1) {
      cPluto.FaceLocation (cPluto.x-1,  cPluto.y);
    }
    else if (IsKeyPressed(375/377)==0){
      cPluto.FaceLocation (cPluto.x,  cPluto.y+1);
    }
  }


Do tell me if there's a less clumsy method.
#51
Okay, so I looked this all up in the archives and pretty much anyone who asked the question got deferred to the Keyboard Movement module, but I had on this computer before the wipe a very few lines of code that managed to move the character around with the arrow keys. I had gotten it off the wiki, it seems to be gone, and I don't remember it at all now.

So.

My question is how can I use cChar.Walk to move a character indefinitely in a given direction?

I'm pretty sure that's how that old code used to go.

I've the got the IsKeyPressed and stuff down, but it just isn't cutting it right now.

Code: ags
  if (IsKeyPressed(372)==1) cPluto.Walk (cPluto.x,  cPluto.y);
  if (IsKeyPressed(377)==1) cPluto.Walk (cPluto.x,  cPluto.y);
  if (IsKeyPressed(375)==1) cPluto.Walk (cPluto.x, cPluto.y);
  if (IsKeyPressed(380)==1) cPluto.Walk (cPluto.x, cPluto.y);


I know obviously this code doesn't move him becuase each command tells him to go where he is, this just what I have in my source right now.

I know this has worked before!
#52
Critics' Lounge / Re: Another Attempt at 3D
Tue 15/04/2008 23:47:06
All right, Lo Res Men! We can start a club! "People Too Honorable to Download things Illegally Except Abandonware."

I think it'd just be us.

I tried Anim8r back when Moray was fritzing out on me, didn't like it so much.

For free, though, I used Moray for years.

Now I use Blender.

I'd recommend either, but Blender moreso.

Of course, that is, if your unhappy with Anim8r. And it doesn't seem like you are.

I'm just rambling on and on and on and on...


EDIT: Where are my manners?

Very nice! Those graphics are perfectly workable in a 2D adventure game, my only criticism is in design: I would myself make the rocket skinnier. That's all.
#53
Critics' Lounge / Re: How do they look?
Fri 14/12/2007 02:45:31
Quote from: Domino on Fri 14/12/2007 02:18:14
Also: HellBeast has left the forums.

How do we know?

I want to see more of these pictures. :(
#54
Critics' Lounge / Re: How do they look?
Fri 14/12/2007 02:07:48
HellBeast, I don't know what it is, but I find these images charming. I love them. I'm usually kinda nitpicky about drawings but I love these for some reason.

I am mystified.

*ponders*
#55
Critics' Lounge / Re: Background. Sigh.
Wed 07/11/2007 02:11:12
Quote from: LimpingFish on Wed 07/11/2007 01:51:18
Quote from: Evil on Tue 06/11/2007 07:00:37
Looks really good. I almost thought it was 3D.



:P

God damn you, LimpingFish.

You've killed my Blender enthusiasm.

Now I'll have to do ASCII art for my games.
#56
Yes, I'm sorry, I was being kind of dumb there.

I was tired at the time, it was 2 AM or something, so I'll claim temporary insanity.

*holds out wrist for slapping*
#57
Firstly, aaahh, embedded music.

Secondly, in before the block.

Thirdly, try reading the rules.

Fourthly, don't ask other people if you should actually make the game. If you think you can make it into a game, and if you want to make it a game, then by all means make it a game.

Fifthly, the technical details like GUI and Interaction mode are really up to you and the ensuing debate will probably cause this thread to devolve into mindless bickering about whether point and click is better than a text parser.

And now for the freed back:



And now for feedback:


And now for the feedback:
Sounds interesting to me. It seems a lot like A Tale of Two Kingdoms, however, so you might want to look into that. I will say your story got me generally interested as to what the enemy was, which is something a lot of webfiction just can't do.

Before I go, I'd like to introduce you to a friend of mine. You've seen him before, even in this post. He's called the comma. He's used to separate clauses and appositives and the like. He's very nifty.

All in all, though, it sounds good.
#58
Critics' Lounge / Re: Janitor's Room
Wed 01/08/2007 00:21:24
Quote from: KhrisMUC on Wed 01/08/2007 00:19:32
The Orator:
It's C64 style, double-wide pixels.

Thanks, Khris.
You live and learn!
#59
Alright, nice topic.

I know I say this a lot, but...

Screw it, I'm doing it!

EDIT: Added "Alright, nice topic."
#60
Critics' Lounge / Re: Janitor's Room
Wed 01/08/2007 00:06:55
Nice!

I like the shadows, etc...

But it looks a bit big for a janitor's closet.

Maybe bring the back of the room ahead a little? Maybe just those last three rows of tiles.

Maybe it's just me, but the pipes (at least the pipe going into the big green tank) should be thicker, like two pixels.

And what's that big pink thing on the door?

EDIT: What's with the dimensions? When I loaded it into PSP to do a paintover, it was all squished.
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