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Topics - Captain Mostly

#21
I apologise for starting a new topic for this, but I'm sure I saw a topic round here asking for the increase of the number of objects you're allowed in one room. I would just like to add my clamoring desire for this to be seriously upped, as I've often found myself having to take the really long way around a programming issue due to the limit on the number of objects we can have...

I know this is probably something that comes up a lot, but a serious inrease in the number of objects per room would be a crystal boon for me (and probably a lot of other folk)... Not least because it would make it more feasable to have large scrolling locations, rather than breaking things up into little rooms (which isn't always satisfactory! sorry!)

Anyhoo, please could this be considered (if it's not being considered already!) as this object limit is the only stumbling block I ever regularly come across with AGS as a language!!!
#22
General Discussion / Brush's with fame...
Fri 22/08/2003 15:27:21
Inspired by m0ds's threead about working near to a former TV voice-over type, I thought it was about time I started a thread:

Has anyone had any exciting brush's with fame? Anyone met anyone exciting?

for my part, I've been brave enough to seek autographs off of Neil Innis (who was in that Monty Python film! and lots of other stuff)

I've had similar encounters with:
Julian Barret and Noel Fielding (of The Boosh, which you may have seen on BBC 3 if you have it. I was at the filming of the pilot show!!! I'm so COOL!!!!)
and Ross Noble (who is going to become jolly famous soon, I'm pretty sure).

I've also ALMOST been brave enough to ask the rock-profile boys (Matt Lucas and David Walliems [spelled wrong no doubt]) for autographs!!!

irritatingly I've never EVER seen anyone famous in the streets or anything.


And Phil Reed does not count.
#23
Advanced Technical Forum / Arrays of arrays...
Fri 18/07/2003 16:59:40
it's a simple question really. Is it possible to have an array of arrays in AGS?

I'm away from my PC right now, so I can't experiment, but I can't think of how I'd do it anyway right now... SO I thought I'd ask to see if it were possible before I even tried.
#24
General Discussion / pleughburg in PC gamer...
Sat 12/07/2003 14:36:44
I'm sure someone else has already spotted this and made a thread, but I can't find it.

I was very impressed to see UK PCGamer have a whole box in one of the articles devoted to Plugheburge: Dark ages!!! Well done gaspop.

If only they'd mentioned AGS...

I wonder if this'll reslut in a newbie boom? Probably not.
#25
General Discussion / a game for JULY
Sun 06/07/2003 18:57:52
how do the GAME OF THE MONTH's get picked these days anyway...  I already played the uncertainty thingy, so what's hot for the summer? Maybe I'm just being impatient, but it'd BETTER be something I've not played yet (and something I've not played yet wich ISN'T "Mika's Surreal Dream", because there's a REAAAAL good reason I've not played that yet. No offence to whoeveritwas that made it... the first few are always traumatic).
#26
Advanced Technical Forum / checking strings...
Wed 02/07/2003 15:00:38
why is it that the code:

string KNARKNAR;
KNARKNAR = "fufu";
if(KNARKNAR == "fufu")
{
Display("POOPOO");
}

never prints the word POOPOO...
I can't get an if statement to read what's in a string variable properly! What am I doing wrong?!?! WHA WHA WHA!
#27
This game is still a little rough round the edges (a few animations may not work, the help-tutorial is not yet present, and some balancing may need to be done) But because my computer and I are going to be seperated for a while (I know not how long) and it's pretty much playable already, the sequil to my magnum opus is here RESPLENDANT in all-new art-work for which I must thank Squinky!!!


SQUINKY DID ALL THE ART AND IT'S COOL!!!!


download it here:
www.sylpher.com/vegetablegames/VPXT2.zip
#28
Beginners' Technical Questions / clock speed
Thu 19/06/2003 18:52:50
will the clock speed of other peoples computers effect my game:

Here's the deal. I've got an int, and in the global script, it says to increase that int in the repeatedly execute section.

Will this occur at the same speed on everyone's computer? If not, is there a way to make sure it does?
#29
hello!

is there any way I can get characters to speak WITHOUT pausing the game at all even a little bit.

It's VERY important I find out how to do this, otherwise I'll cry (boo hoo hoo!)
#30
as some of you may know, I just finished Vegetable Patch Extreem Turbo (see the announcements forums slow-coaches) and now I'm working on a sequil!!!

I'm terribly excited about this, and hope you will be too (although I'll understand if you're not.)

Anyway, here's the deal, I would really like someone to re-draw all my little pictures, as they're not GREAT, and I'm sure the game would be made COOLER by someone replacing my crappy looking scribbles. I can even supply the complete set of origional drawings for you to work from if you think it'll be useful to you (although naturally there'll be pleanty of new vegetables for you to draw in the exciting sequil!!!)


Please can someone lend a hand! I can't draw for squat!!!
#31
The sums I'm getting AGS all work when I test them with lower numbers, but sometimes when they're working with much higer quantities they just get ignored!!! This doesn't always happen (I KNOW it's happening on many occasions) but every now and then, a sum just get's ignored for no reason I can understand!!!

They are all being performed with int's if this helps....

any ideas?
#32
I've been pondering (following the release of my latest game [see new games area]) how long people stick with a new type of game before they give up...

I've developed what I hope is a reasonably origional (or at least novel) puzzle-style game, and while I'm very pleased with it, I KNOW that people won't get into it because it's difficult initially to work out what you're doing (let alone how to get high scores)...

I did my best to explain how the game worked, and hope that at least 1 or 2 people get into it, but I think it's a common issue with most slightly origional games.

for example, Sacrefice is one of my favorate games ever, and just brilliant, but because it's not like anything people had played before, it's over-long and more-than-a-little-tedious training sections put all my friends off it (much to my irritation as I wanted to wup their asses in multi-player)...

So how long do YOU give a new game before you say "I don't understand!" and walk away feeling irritable (because it's clearly very simple when you know what you're doing, but the people who made it find it difficult to express exactly what you have to do)?
#33
I made a non-adventure game

it is hosted at

http://www.angelfire.com/ex/vegetablepatch/

It's one that you'll have to invest some time in, as you need to get used to it before you can get the higher scores. First person to beat the built-in high score get's a prize...



(also, any constructive comments would be much apreciated, as I'm not sure how well I've managed to explain how the game works...)
#34
I've set my game so that the moment the game starts, it loads game-slot 30...
While it has a little error message if there is no game slot 30, it then carries on and works fine.

But if there IS a game slot 30, it starts up, but doesn't allow me to click anything at all with the mouse... Does anyone know why this is and how I can stop it?!?!?!?
#35
Beginners' Technical Questions / score board
Sat 07/06/2003 00:55:38
are there any straight-forward tutorials on putting together a score-board for a game anywhere that I could crib un-ashamedly?
#36
...I've done my very best not to have to ask this, but no matter how hard I look, I only ever seem to find cryptic allusions to how to code up the buttons to scroll a LucasArts inventory window. I know it's crazy, but I couldn't find exactly how to do it in any tutorial (just the mention that it has to be done, taken from the manuel)

Anyway, I'm ALSO posting because I'd like to know if it's possible to increase the space allocated to every item-image within a LucasArts inventory, because my images are all over-lapping and it's really irritating...

PLEASE could someone help me! (or just let me know where to find the ansers!!! I thought I put a fairly similar topic to this one up not long ago, but I either imagined it, or a moderator vanished it for being stupid  :(  )
#37
how do I display one of my ints (declared in the global script) as a GUI lable?
#38
Advanced Technical Forum / duplicate inv items
Thu 05/06/2003 21:19:25
is there any way to tell the inventory to display duplicate items seperatly (i.e. not show the item just once in the inventory list if it appears twice or more)?

If not, would it be possible to build into a custom GUI a feature that displays "X2" next to items you have twice (or "X3" or 4 or however many the player has)...
#39
ok, here's the quadary:

I've made it so that I have a seriese of int's corresponding to objects on screen.

I'm using these int's to define (amongst other things) what graphic that object should appear as e.g:

if (int1 == 5)
object5 image = view 6, loop 1, frame 0


What I'd like to be able to do would be to write a function along the lines of

function intgraphic(X,Z)              //where X is an int (e.g. int1) and Z is an object (e.g. object5)
{
   if(X = 1)
  {
      Z.set_frame = view 6, loop 1, frame 0
  }

   else if(X = 2)
  {
      Z.set_frame = view 6, loop 1, frame 2
  }
etc etc

}


is this possible i.e. is it possible to pass an object into a function? And if you CAN pass an object to a function, what do you write in the header file instead of

import function intgraphic(int,I_DON'T_KNOW_WHAT_GOES_HERE)
#40
Advanced Technical Forum / OOAGS
Mon 26/05/2003 14:33:17
Is it possible to define Objects (in the sence of C++ objects, containing functions etc) within AGS...

I recognise that AGS script is kind of stripped down C++, but I'm not sure HOW stripped down, so I thought I'd ask.

The project I'm working on will be a LOT easyer if it IS possible, although I'm sure I'll be able to work round it if it isn't... I think...


If it IS possible, then how is it done?
I'm guessing (as I've never ever seen one) that there's no way to include .h files for objects, so the .h code for each object would have to be seperated somehow in the main header, and I don't know how I'd do that... Also, I'm not sure I'd know how to differentiate between objects in the main code section (which seems equivalent to a central .cpp file to me) so I'd need to know that as well...

as I write this it seems less and less likly that anyone will know what I mean, and even LESS likly that it's possible, but it's worth asking eh?
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