Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CodeJunkie

#181
I'm in...maybe.  The thought of 24 hour slavery that the MAGS contests drove me to kinda freaks me out.
#182
Some very nice things posted here, and some great games in the making.  Bernie, your game is so addictive, it's just the sort of game I would've liked to make.  What other Fallen Angel games did you make?  I've played a few.  Keep going everyone, they're looking great.
Sorry I couldn't enter this time round, I didn't see the thread till it was locked and I wouldn't have had anything playable anyway, certainly not as amazing as some of this stuff.  Next time, hopefully.
#183
Exams are coming up soon, so I didn't have time to make a forcefield and pop-up cannon.  Ah well, good practise anyway.

#184
Thanks Ashen, it works fine now!  I've replaced the global integer with IsOverlayValid too.  Thanks again!
#185
Hi,
I'm making a game in which objects can be highlighted when the mouse moves over them, and the highlight removed when the mouse moves away.Ã,  This works fine for objects, but since I'm worried about hitting the object limit, I've tried to emulate this with hotspots and graphical overlays.Ã,  The overlay appears when the mouse moves over the hotspot, but when it moves off the game crashes with this error:

Error: RemoveOverlay: invalid overlay id passed

All of the highlighting stuff is handled in the repeatedly_execute function of the room.Ã,  Here is my script:

Ã,  // script for room: Repeatedly execute
int over1;

if(GetObjectAt(mouse.x,mouse.y) == 2)Ã,  {
Ã,  if(GetGlobalInt(0) == 0) {
Ã,  Ã,  SetObjectGraphic(2,10);
Ã,  }
}
if(GetObjectAt(mouse.x,mouse.y) == 3)Ã,  {
Ã,  SetObjectGraphic(3,17);
}
if(GetObjectAt(mouse.x,mouse.y) == 4)Ã,  {
Ã,  if(GetGlobalInt(1) == 0) {
Ã,  Ã,  SetObjectGraphic(4,37);
Ã,  }
}
if(GetObjectAt(mouse.x,mouse.y) == 5)Ã,  {
Ã,  if(GetGlobalInt(2) == 0) {
Ã,  Ã,  SetObjectGraphic(5,43);
Ã,  }
Ã,  else SetObjectGraphic(5,44);
}

if(GetHotspotAt(mouse.x,mouse.y) == 1) {
Ã,  if(GetGlobalInt(3) == 0) {
Ã,  Ã,  over1 = CreateGraphicOverlay(40,119,54,1);
Ã,  Ã,  SetGlobalInt(3,1);
Ã,  }
}

//highlights object

if(GetObjectAt(mouse.x,mouse.y) == -1) {
Ã,  if(GetObjectGraphic(2) == 10) {
Ã,  Ã,  SetObjectGraphic(2,2);
Ã,  }
Ã,  if(GetObjectGraphic(3) == 17) {
Ã,  Ã,  SetObjectGraphic(3,15);
Ã,  }
Ã,  if(GetObjectGraphic(4) == 37) {
Ã,  Ã,  SetObjectGraphic(4,32);
Ã,  }
Ã,  if(GetObjectGraphic(5) == 43) {
Ã,  Ã,  SetObjectGraphic(5,38);
Ã,  }
Ã,  else if(GetObjectGraphic(5) == 44) {
Ã,  Ã,  SetObjectGraphic(5,42);
Ã,  }
}

if(GetHotspotAt(mouse.x,mouse.y) == 0) {
Ã,  if(GetGlobalInt(3) == 1) {
Ã,  Ã,  SetGlobalInt(3,0);
Ã,  Ã,  RemoveOverlay(over1);
Ã,  }
}

//takes off highlight

I'm assuming that 'over1' isn't being recognised in the 'if' section at the bottom.Ã,  I can't seem to get it to work with GlobalInts.Ã,  All I want to do is remove the overlay, but I get errors about illegal values if I just put in '0' or '1' in RemoveOverlay.Ã,  Is it possible to get this to work, or should I go back to objects?
#186
Critics' Lounge / Re: Prison...
Thu 14/04/2005 20:15:42
Sorry, I meant 'quantizing'
http://en.wikipedia.org/wiki/Quantize

I don't know what program you use, but I think there are a few good ones here in case you want to try something else:
http://www.sonicspot.com/sequencers.html
#187
Critics' Lounge / Re: Prison...
Wed 13/04/2005 21:33:03
Very nice, I like the slight changes in the right hand.
I think my main problem is that the notes are too unevenly placed.Ã,  I'm assuming that you recorded this on a keyboard, but the problem is that while it sounds really good on a keyboard, the PC really shows up small rhythmical errors, maybe it's because the notes don't 'ring' as much as they do on a keyboard or piano.Ã,  Quanitizing will fix this (don't ask me for any tips :) ) or fixing up a few bars with different rhythms and pasting them throughout the piece, changing the notes accordingly.Ã,  If you want to keep some of the feel you get when the notes aren't quite regular, perhaps try recording at a really slow tempo with a metronome.
As far as the tune goes, it's very nice, perhaps the dynamics could be played with after recording?Ã,  Touch sensitive keyboards never seemed to get the dynamics right, or at least mine didn't.Ã,  With a bit of fiddling you could get some really nice emotions in there.
Is this tune written for a game?Ã,  It doesn't really make me think of a prison, to be honest, more of a very serious plot development, where the game suddenly focuses on two characters with that music playing in the background.Ã,  The ending is nice, somewhat unexpected, which is good, but remember that unless this is a timed scene the ending will have to be cut out to let it loop.Ã,  If it isn't game music, then ignore that, it's great on its own too.
Don't take all this criticism too heavily.Ã,  I'm not trying to destroy your piece, just give you some ideas on how to make it better.Ã,  As it is, it's still great :)
#188
By the way, WinAce does tend to make a hash of unpacking RARs, so use WinRAR instead for it.
#189
Critics' Lounge / Re: Help with shading
Tue 12/04/2005 08:00:59
I'm a bit confused about the back of the couch.Ã,  It looks like the curving side panel is too short, and also I would have thought that the seating part of it would continue in front of it a bit to allow somebody to sit there.Ã,  Also, the back line of the couch merges into the wall.Ã,  While this doesn't look wrong, it's slightly confusing.Ã,  Similarly, I think the bottom front line of the couch should go horizontally into the wall, or if you want to keep the comfortable lines maybe make it curve into the wall?Ã,  Will try to paintover.



Just a suggestion, very good background though.
#190
General Discussion / Re: Who said That !?
Sat 09/04/2005 20:35:18
Has this been approved?

Anyway:
Spoiler
Willie, Indiana Jones and the Temple of Doom
[close]

Next: "I'll be back"
#191
Finished it, bit of trouble with clicking in the right place in one part, but it was a great game.  The blue palette works really well and the stickman reminds me of xiaoxiao games, makes the deaths funny.  A few criticisms with the walking animations, and perhaps some antialiasing on the character?  Other than that, it was a really great game.  I haven't played many finished games here, but that seemed pretty unique.  Strange, I was also working on a one room game, but a slightly different concept.  I look forward to more though :)
#192
Funny, I started making a game like this about a week ago.  I can't enter that, can I?  Anyway, I should have a beta up on the dev board in a week or so.
#193
Thanks for the feedback, I'll see if I can improve a bit.  As for length, it's harder to make a longer game in the timespan I had (about three and a half weeks).  But I'll see if I can polish it a bit.
#194
Sorry, the walkthrough itsn't entirely accurate.Ã,  I'll post a better version soon.
The skeleton won't talk to you about the poison as far as I remember.Ã,  To make it:

Spoiler

Crush the petals, put them in the beaker and add water.Ã,  The water is found in the boiler room, the little nozzle at the end of the pipe.Ã,  I'm sorry it's so obscure, I didn't have time to make an animated wheel like I'd intended!
[close]
#195
The Rumpus Room / Re: The MSPaint game
Sun 27/03/2005 21:29:39
#196
I wasn't originally going to post this game since it was rushed for the March MAGS, resulting in some awful graphics and animation, but I suppose it wouldn't hurt to share.Ã,  I know there are a few glaring bugs (the lever moves to a strange position when pulled) and the walkcycle is really quite dodgy.Ã,  I think I've ironed out all the bugs that make the game incompletable, but tell me if there are any.Ã,  Bugs I know so far are:

- In the moss room, the player can walk through the wall slightly where it leads to the ladder
- The lever doesn't move to the right position while it is pulled
- In the statue room, you can interact with things while on the path still.

Finishing the game was a complete frenzy- I submitted about 3 minutes before the deadline, so I couldn't test it properly.Ã,  As a result, the manual is incomplete, however useful nonetheless.Ã,  Still, if you do want to see an improved version of this game I might consider making one.Ã,  I'd be grateful though if you could report any other bugs.


Game:Ã,  http://www.geocities.com/simbenfold/cq.zip
Manual (with hints and walkthrough):Ã,  http://www.geocities.com/simbenfold/cq-manual.zip

#197
Competitions & Activities / Re: March MAGS
Fri 25/03/2005 12:22:50
Wow, I actually finished.Ã,  I spent 5 hours straight trying to make the deadline today and it took it's toll - the manual isn't finished and the game has several glaring bugs, not to mention a lot of rushed graphics.Ã,  I think I was too ambitious.  However it is playable and there shouldn't be any bugs that spoil the game.Ã,  Download the manual for instructions, hints and a walkthrough.


Game:Ã,  http://www.geocities.com/simbenfold/cq.zip
Manual:Ã,  http://www.geocities.com/simbenfold/cq-manual.zip

#198
Competitions & Activities / Re: March MAGS
Fri 04/03/2005 22:47:02
Can past winners enter?  I won the August '04 contest, but I might enter just for fun if nothing else.
#199
That is quite amazing loominous, I don't know how you do it.
#200
Competitions & Activities / Re: February MAGS
Sun 20/02/2005 09:44:32
Some of these are good for writing music:

http://www.sonicspot.com/sequencers.html

I've heard Fruityloops and Logic are quite good.  Myself, I use a program from a '96 coverdisc that still doesn't seem to be up for download anywhere, so I couldn't help you with that :(
SMF spam blocked by CleanTalk