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Messages - Crimson Wizard

#11461
The Rumpus Room / Re: Name the Game
Wed 07/08/2013 11:03:14
#11462
Set to something else, like Lucas Arts. Also, experiment, to find out what fits you best.

"WholeScreen" means it will be displayed on black screen.
#11463
The Rumpus Room / Re: Name the Game
Wed 07/08/2013 08:41:36
Journey - The Quest Begins :D
#11464
The Rumpus Room / Re: Name the Game
Tue 06/08/2013 23:04:57
Well, it looks like one of them "Forgotten Realms" games, or game using similar engine UI.

E: by "UI" I mean the picture shape and size.
#11465
Ironically, the AGS engine & editor code has inconsistent US/GB usage of terms like Color/Colour, and some others. :)
#11466
The Rumpus Room / Re: Name the Game
Tue 06/08/2013 08:25:01
Quote from: Babar on Tue 06/08/2013 01:47:21
That guess makes me suspicious that you know which game this is, Crimson Wizard :D
No, that was a blind guess :). I still don't know which game this is.
#11467
2.
Spoiler
Grave
[close]
#11468
The Rumpus Room / Re: Name the Game
Mon 05/08/2013 14:56:52
Lord Of the Rings. :)
#11469
What does this "FadingThingsNotBlocking" modules does? Err, I assume I can find it on forums? I am going to look at that too.
Do you use any other modules?
#11470
Daniel, you have a serious problem in your game when it is run with Direct3d renderer. Many objects are not visible.
This is how the first scene looks like:
Spoiler
[close]

I do not know what techniques do you use in game, but I suppose one of the possible reasons may be the DrawingSurface problem, as described here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48709.0
#11471
Heh, this is asked from time to time on forums.

(E.g. http://www.adventuregamestudio.co.uk/forums/index.php?topic=48716.0)

Go to Project Explorer -> Audio -> Audio Types -> Music (double click) -> "VolumeReductionWhileSpeechPlaying" property.
#11472
Very nice :D.
#11473
Advanced Technical Forum / Re: Random GUI's
Thu 01/08/2013 09:53:36
Quote from: MrNashington on Thu 01/08/2013 00:13:22
But each GUI has its own decisions/choices that you make in-game which use different buttons each time.
Can you elaborate this; do you mean that button texts/images should be different? In such case you may change those texts/graphics accordingly when the gui is about to be displayed.
#11474
The Rumpus Room / Re: Name the Game
Wed 31/07/2013 14:49:55
There are only two verbs: HIT and RETURN...
#11475
Quote from: monkey_05_06 on Tue 30/07/2013 21:08:43
Hey CW, in roominfo.cpp, around line 500, you have the following:

Code: cpp
    if (LoadedVersion >= kRoomVersion_240)
    {
        WalkAreaCount = in->ReadInt32();
    }
    else
    {
        WalkAreaCount = LEGACY_MAX_ROOM_WALKAREAS;
    }


Shouldn't that be checking against 3.4.0 Alpha, not AGS 2.4? It's really bugging me.

I'm pretty sure it was just a typo (in the multiple thousands of lines of code you've written, I can forgive a few ;) ). Just wanted to confirm. Thanks!

No, it's correct.
I transferred this code from 3.3.0 which did not have any references to 3.4.0; and the code originates from earlier versions.
You may check CJ's last engine code from SVN (acroom.h, 1838):
Code: cpp

  int num_walk_areas = MAX_WALK_AREAS;
  if (rfh.version >= 14)
    num_walk_areas = getw (opty);
#11476
Quote from: GarageGothic on Tue 30/07/2013 10:13:35
Ok, might give it a run anyway. Was trying to get back into Shadowplay and hoping to do a widescreen version, hard to figure out which versions are compatible . we're aiming at a tablet port.
Is there a reason why you want exactly this build? Unless you really need increased object limits, I can't recommend to use it, because it is yet to be thoroughly tested.
#11477
Quote from: GarageGothic on Tue 30/07/2013 10:01:52
Does this build have the experimental resolution options=? Tried the widescreen variant the other day.
No.
#11478
General Discussion / Re: Shadowrun Returns
Tue 30/07/2013 09:57:20
Every good game has its flavor and appeal (sorry for this platitude), and this one is not an exception. At first I was disappointed by some of its features, but later I realized it is simply not precisely what I expected to play. I haven't seen it all, but from what I saw I think it is rather a tactical combat cross-breed with adventure game :). Personally I don't see much more RPG in it, than, for example, in "Jagged Alliance".
BTW, "Jagged Alliance 2" was the first that came to mind when I learnt you cannot loot dead enemies. In JA2 you could, but so rarely.

Atmosphere, dialogs, graphics - these are very good.
There are only two things I really hated: the strange choice for autosave system, or rather lack of checkponts - so that you wouldn't have to repeat 15 minutes of walking and talking every time you die in combat, and... the position for dialog GUI: it may be tiresome to read the long texts when they are aligned at the right border of a wide screen.
(Also, I really hope the day will come when game developers start adding "font size" option to their games)

Other things I could note. The overall combat/movement system is very simplified. Everything beyond simple walking is trigger-based. I remember I was very confused when entered some bad guy's apartments (a girl rescue mission) via the secret passage: there was no indication that my characters are not detected, except for a story text, that appeared at the bottom of the screen.
One could argue that this makes the whole thing more fast-paced and dynamic. Well, that's true. As I said, every game has its own traits.

(By the way, on retrospect, the combat in Fallout was generally primitive too, and even more so in Arcanum, where you could use just 2 spells through whole game when playing a mage (Harm and Heal). When it comes to firearm combat I usually compare with original X-COM and Jagged Alliance series, and when it comes to magic - with Baldur's Gate).

That is a general complaint, not specifically related to this game, but for a while now I really don't like how the magic is so commonly and easily used by characters; the damage spell mechanics does not seem to have any difference from fire arms, so it's only the choice of what you prefer to upgrade with your "experience points". In this game this somehow stands-out, because there is whole set of actions available only if you have a certain skill (Decking).

Hmm, what else. The grenades. I was like 0_0 "oh, come on!" when I used them for the first time. (remember how people flied in Fallout? :))

Also. I prefer destructible environments :).


EDIT: This game revives nostalgic memories. I haven't played Shadowrun on SNES (I didn't have SNES at all); but there was a period of time (I was maybe 14-15 y/o then) when I was inventing my own Lord of The Rings / Matrix cross-breed world: The Ring, containing some important control chip, Nazguls with cyber implants, that sort of thing :). I even drew few pictures, there was one of orcish band drinking in the contemporary-looking bar :).
#11479
Quote from: Billbis on Mon 29/07/2013 19:35:48
Quote from: Crimson Wizard
Quote from: BillbisCould it be possible to allow runtime modification of the Name property for objects and hotspots?
I don't see anything that would prevent this at the moment.
Maybe I have not been clear enough, or maybe I am misinterpreting your answer.

Oh. I mean: "I don't see anything that would prevent from adding this functionality".
#11480
Quote from: General_Knox on Mon 29/07/2013 17:13:14
Quote from: Crimson Wizard
So I guess it would be proper to reset custom properties as well. I will add this to the future 3.4.0 update.

Hmm, perhaps could we have the option per room to reset or not the custom properties? :)
Won't that defeat the purpose of "ResetRoom"?

Quote from: General_Knox on Mon 29/07/2013 17:13:14
A default progress bar could be cool for quickly debugging/setting things up (kind of like the default slider control)...it could be cool that we could modify its art later on, kinda like how we can currently modify the text boxes? Perhaps the user can be able to plug in his own sprite number for the progress bar's background, and his own "bar" sprite as well? That way people can modify the look of the default progress bar as they wish.
Are you speaking about new Gui control type? In which case there should be one, although not directly connected to loading sprites.
Nothing will prevent from quickly setup such default bar if someone wants to.
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