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Messages - Crimson Wizard

#13781
You can also make doors "dissipate" (turn from solid to transparent and non-clickable) when character passes by.
#13782
In my opinion this isn't a question of programming, but rather of logic. If you will be able to keep the logical threads in head (or better written somewhere, like in some design documentation), making a game won't be that difficult.

Also note that when Helme sais "if you have several, that depend on another it will mean lots of work" it does not mean "it will be so hard you better not try"  ;), it just means you will have to do lots of planning and typing.

Apart from these points, toggling/doing something depending on previous decisions is basic of games and easily solved using "if" statements as in Helme's example above.
#13783
I have a question. Can I use this module to make a totally custom dialog, like when dialog options aren't taken from dialog object, but inserted manually from some list?

Also, I think there's a mistake in information, it sais: AGS 3.2.1 SP-1 or later, but AGS 3.2 isn't yet released... did you mean AGS 3.1.2 instead?  ::)
#13784
I would like to see Shifter's Box nominated for kaputtnik's music  ;)
Well, and maybe also Box and/or Awakener for best short game.

Unfortunately I don't remember many new games I played.

One of the Gepard's projects could be nominated for Best Programming in a Non-Adventure.
#13785
My little game "The Only One" which I made as a parody on MAGS competition entry.  ;D
#13786
Guyserman, allow me to make a small and rather intuitive guess... are you opening "ac2game.ags" file from some open source project?
#13787
Quote from: roll on Sun 10/01/2010 03:23:56
Радвам се да видя Българин в този форум.  :)

== "Good to see Bulgarian on this forum?"  ::)

Erm, sorry of oftopic.
#13788
Well, yes, now I see.

If I understand this correctly, the idea is to move camera 1 pixel per tick, yet it must keep character in focus (so it should be at same place relative to viewport).
To achive this character movement should be somehow synchronized with camera.

By the way, this reminds me... I saw some module:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33142.0
Does it make what needed or not? I'm gonna check it.


EDIT: I think it does... although it looks too fast in demo. Maybe some adjustments needed.
Anyway, I suppose that module may be a solution to your suggestion, Calin.
#13789
Quote from: Ben304 on Sat 09/01/2010 22:58:13
Yes but keep in mind that the camera follows the player character, where as it was not following the npcs.
If you control viewport explicitly, camera does not follow anyone.

I'm still not sure what stuttering was mentioned. I think I'll just check this out right now.
#13790
Quote from: Calin Leafshade on Sat 09/01/2010 22:42:43
Ive tried.

I can make the viewport move slowly but that just causes the character to stutter instead for the same reason.
I am not sure what may happen there...
I used script-controlled viewport scrolling in my Shooting Gallery techical demo, and there were enemies wandering across the screen while viewport moved around. I don't remember they "stutter" or something.
#13791
Not sure if this relevant. I am using laptop too, though older one with lower capabilities (I have Vista HP though).
I noticed that certain games run slow sometimes, there's jerking and lagging. They actually run better  in window. But what's really amusing, their performance does improve when I disable sound in game. If they were some DOS games run in DOSBox, I would understand that, but they are modern AGS games.
#13792
Quote from: Calin Leafshade on Sat 09/01/2010 22:22:48
hmm thats a good point.

I guess we need the viewport to scroll more smoothly then instead.
This is possible to do manually by writing an extension function for Walk, or just processing in rep_exec.
#13793
Quote from: Pumaman on Sat 09/01/2010 17:38:29
Quote from: Crimson Wizard on Sat 09/01/2010 17:28:01
1. No
2. It happens only when using DX5.

If you have multiple characters/objects with the same Y co-ordinate, AGS does not make any promises about which one is drawn in front. If you are relying on one being in front of the other, can you not change its Y co-ordinate?

Well, there's some sly scene where characters are shown at a large distance in pefect side-view, and they should go before the large car; so character's Y and car's Y should actually match.
(And the car has to be an object, not background, well, that's long story)

Anyway, I solved the problem by overriding baseline for the object. It isn't a big trouble for me at all, I was just wondering if it is some kind of bug or not.
#13794
Quote from: Pumaman on Tue 05/01/2010 22:48:45
QuoteI had a room with very thin walkable area (couple of pixels in height) and some object, that stood right "on top" of that area, it's Y coordinate equal to Y of highest walkable line of pixels. There were characters, that had same Y coordinate.
Object's basline was NOT overriden.

Do any of the objects/characters have the Ignore Walkbehinds property set? Does the problem happen with both DX5 and D3D drivers?

1. No
2. It happens only when using DX5.
#13795
Sorry if I missed something, but I have this question. My game page has this message about broken link. I checked this and found that download mirror link is broken, in fact, but primary link is working. So, I fixed mirror link, but what should I do to make that shameful message to dissapear? Should I report someone of AGS moderators that I fixed it or else?

My game: http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1222
#13796
Quote from: TheCheese33 on Sat 09/01/2010 13:04:59
If you do end up making voices for your next game, it would be good to give players an option on whether they want the voice or not.

This option is included in winsetup.exe for every AGS game.

Hehe, Grim Reaper, you're now tempting me with the free download  :P but no. I am patiently waiting when my credit card is ready (yeah, I think I'll be buying english version).
#13797
Quote from: Green Boy on Sat 09/01/2010 01:51:18
I've come up with a solution.

It's so simple, I can't belive no one thought of it.

You ready..... It'l blow your mind.....


Give every game a 3 cup rating, then everyone's happy.  Except for the people who had a higher rating, but they're in the minority so that's ok.    ;D

There's more subtle solution.
Make, say, 20 cups minimal grade and 25 cups maximal grade. In this case you'll keep general rating concept and yet make lower grades less unpleasant.
#13798
Why can't you put just "HOMBRE" as character name, and simply add article in character speech?

Or are you trying to make some generic "look at" interaction handler?
#13799
Finally someone makes a classic vampire game, something I really wanted to see made in AGS.

By the way, nice drawing, Darius. If there's a thing that terrifies me most, it is definitely drawing a horse  ;D

NsMn, either you are afraid of Nospheratu, or you were making a game with same concept... in last case I guess it will be even more interesting, since we'll have more variations of same story.
#13800
Coincidence. Few months ago I wrote a story draft which involves a vampiric mummy murdering people  ;D

QuoteAnyone else working on something? We need lots of entries to start this new year of MAGS.
I am, and Victor6 agreed to help me with character sprites. I hope I can make it, otherwise it will be a shame.
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