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Messages - Cino

#81
Sure there are computers with no sound card or maybe the drivers are not installed correctly etc.
#82
Of course not. Since I'm not a native english speaker, I know nothing of such wordplay ;)
But how about getting some entries in now?
#83
Yes, I don't see why not if it makes your creative juices flowing.
#84
Seamen

It could be a sailor, a fishing boat captain, crew member of the Flying Dutchman etc. Anything that floats your boat goes... No semen though, please.

No size or color restrictions.

Now get to work, I'm hoping to see a shipfull of entries.
#85
I encountered one as well trying to unlock the door with the clip with the instructions on


But other than that, everything was on spot again. I hope this means the full version is near completion. And I hope you keep on making games for a long time.
#86
Well that was quite unexpected considering the quality of the jam this time. There hasn't been one with this much entries in a long time, so thanks for inspiring us Mr_Frisby. And great job everyone! I'll start the next one later today.
#88
It's not possible with AGS, you need to use flash or java.
#89
One thing making the movement jerky is that his height changes on different frames.

If you take a look, you'll see that he's "flying" on some frames. People usually have at least one foot on the ground when walking.



And try to place his body in the same place on every frame.
#90
Viewport is the keyword for this.
#91
Critics' Lounge / Re: Characters C and C
Mon 07/01/2008 19:25:33
I'd say those characters have too long legs and too short hands. Check yourself in the mirror and where your hands should reach when you're standing like that. Loontje did a good work with the contrast, you should take notes from that. Also I find their pose a bit too robotic and stiff, loosen them up a bit.
#92
I liked this one a lot, but since I'm quite a stranger to anime, I'm wondering if there are any other anime series like this? What I have in mind is somewhat dark themed and with a lot of plot twists.
#93
There is a zoom function in paint, use that.
#94
I remember "hedgehog in the fog" from my childhood, it always scared the hell out of me :)
Though, now looking at it, it looks funny. Uhuu!
But I didn't enjoy the mix.
#95
It was a strange year, but I wouldn't call it a bad one and since I live in Estonia too, I suppose it's more your fault than the countries :)

Anyway, happy new one.

And I also love the demoscene.
#96
Critics' Lounge / Re: Lif Animation
Sat 29/12/2007 13:50:58
Coming along nicely, but there are several inconsistencies you should pay your attention on, like his hand being bigger on some frames. I also suggest you make some jagged edges smoother, especially his knees when his bending them.
#97
But on_key_press is not called when there are blocking scripts running, so that would not have worked.
#98
Well, basically it worked, though I had to ditch the Wait(1); line, since AGS does not allow blocking functions in repeatedly_execute_always and the GUI didn't pop up neither, so I modified the code a bit and here is the working one in case anyone else needs it:

Code: ags

function noloopcheck pause_game() {
  bool cont;
  while (!cont) {
    if (!IsKeyPressed(32)) cont=true;
  } // wait for the user to release the key
  while (cont) {
    if (IsKeyPressed(32)) cont=false;
  } // wait for the user to press the key
  while (!cont) {
    if (!IsKeyPressed(32)) cont=true;
  } // wait for the user to release the key
  gPaused.Visible=false;
}

function repeatedly_execute_always() {
  if (gPaused.Visible)
    pause_game();
  if (IsKeyPressed(32))
    gPaused.Visible=true;
}


As you see, the game is actually paused in the next cycle after the gPaused GUI is made visible.

Thanks KhrisMUC.
#99
It was over a year ago when I tried finding a solution to my problem without a result, so I gave up. I started working on it again now and still no improvement.
What I wanted to achieve, is a pause button that pauses the game anytime, even during cutscenes, just like lucasarts games.
So I put a PauseGame(); function in repeatedly_execute_always() and also pop up a GUI when a space key is pressed. It works fine in normal game, but still does not stop some things from moving on.
Let's say I've got an "enters room after fade-in" room script containing two lines:
Wait(xxx);
player.ChangeRoom(xxx,xxx,xxx);

When I press space during that, the pause GUI pops up, but the room still changes after xxx cycles, basically ignoring the pause.
Anyway, is it even possible to pause that kind of thing in AGS? Or will I have to accept that you can only pause when you're playing?
#100
Imported a sample from 2.72 and it looks like a row of pixels is missing in my dialogs first row, whatever the first row may be. Had no problems with that in 2.72.
Problem dissapears when I disable "Use GUI for dialog options".







I'll look into it a bit more, maybe I did something wrong.
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