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Messages - De-Communizer

#21
Function! That's the one. Do excuse me, I'm in a stupid mood this morning. Afternoon.
#22
To avoid having to repeat huge chunks of code over and over, I know other people use a means of getting the script to refer to this other "reference" example. Unfortunately, I can't for the life of me remember what it's called, from which I could then figure out how to implement it. I know I've seen it before, but no matter how I phrase aspects of it I can't get the search to find it. 

Could anyone point me in the right direction, por favor?
#23
My current crazy plot involves making a value increase as I hold a key on the keyboard, and decrease as I hold a second key. I was considering using "IsKeyPressed", but I only need to it alter the value four times a second. I'm sure it has *something* to do with repeatedly execute, but I can't think quite how I'd do it.

i.e. Trying to make it so that when "A" is held, "value" increases, when "B" is held, value decreases.

Thanks again!
#24
Bully for you, but what on earth does it have to do with AGS? Care to post some screenshots? Care to warn people it's commercial?
#25
Critics' Lounge / Re: Long street is long...
Fri 30/01/2009 18:11:38

@KhrisMUC:

The big building on the left is supposed to be set back from the pavement farther than the smaller one next to it, and since it's a warehousey sort of thing, it's supposed to be a lot longer. I think I might shorten it, though.

@InCreator:

I originally conceived this as a one-way street. I suppose the line in the middle of the road confuses that, but adding a "One Way" sign might contribute as a prop that this scene needs, too.

Much obliged for everyone's help so far!
#26
Critics' Lounge / Re: Long street is long...
Fri 30/01/2009 17:00:30
Quote from: bog on Fri 30/01/2009 15:31:00

i think this scene might not look too good in game, it requires a lot of scaling towards the end of the street


Fortunately, the street isn't for walking up, just for crossing. I'll see what I can do about the sky, though.
#27
Critics' Lounge / Long street is long...
Fri 30/01/2009 13:23:21
Right, well, ok, here's what passes for me having a go at an outside scene, looking down a street. Before, most of what I'd done was insides, so I thought I ought to give myself a go at outdoors too. Nothing too fancy, just one vanishing point in the distance. I plan to have cars moving back-and forth along the road at the back, too.



Something seems...odd somehow
#28
General Discussion / Re: Feline tendencies...
Tue 13/01/2009 14:25:00
We had a pair of kittens take up residence with us lately, strays that started living in our garden while we were looking after our aunt's cat, Tinker.



Since the kittens seem to have taken up residence in a large flowerpot in the garden, we've called them Bill and Ben.
#29
Critics' Lounge / Re: Feminine form...
Wed 07/01/2009 14:22:10
Quote from: lo_res_man on Wed 07/01/2009 14:12:22
The form still feels very childlike to me, which is several kinds of creepy considering she is only wearing an apron. Also, I think the outline colour is a bit too low contrast with the inner colour. Not too much higher, or it will look too harsh.

(Picture)

Heres a quick paintover I did.


Looks like someone's not been feeding that cat! As creepy as the juvenile appearance might be, I think that some kind of compromise between that and the original would make a nice balance, like Ponch's. Or maybe redesign the head for the more anorexic model
#30
Quote from: Dualnames on Fri 05/12/2008 12:13:12

Quote
Also, the link for "Walk in the Park" doesn't seem to work  :(

Right click save as..it works.


"Internet Explorer cannot download games.php from www.adventuregamestudio.co.uk"


Not for me, it doesn't. Seems the link tries to go to a yahoo page that doesn't exist.
#31
Quote from: Akatosh on Thu 04/12/2008 12:00:54
No, you can't do this! I know some people think differently about this, but homosexuality is too horrible to be the topic of a game! Not only is it clearly banned in Leviticus 18:22,  Leviticus 20:13, Romans 1:26-27, I Corinthians 6:9 and I Timothy 1:8-11, it's also horribly unnatural! It would be nice if people were a little more sceptical about this!

Happy now?  :P

Finally, some controversy! ;)


My plan was indeed to allow a choice of gender to start with. As Darth and Zabnat say, it might allow those who aren't comfortable with one or the other get to see the experience. Plus, it allows for replay! Although it might add a host of complication to it, I was considering also offering a choice for what to come out *as*, after all coming out as bi is a whole different kettle of trauma to coming out transgendered.

@ Eggie:
I was thinking of making it a story that takes place over normal, day-to-day events over a period of time (a week, a fortnight, a month, whatever), with a major event at the end for closure (a big party, birthday, one man production of oklahoma), and throughout you can choose when and to whom you open yourself, and depending on how you've been acting so far, they might react positively or...otherwise. So, much of the "puzzle" I suppose would be making the situation as positive as possible.

I'd like to do it in a semi-light-hearted, humourous way, but stil retain a kind of depth to it. And besides, if I wasn't offending *someone*, I'm sure I wouldn't have been doing it right!

Also, the link for "Walk in the Park" doesn't seem to work  :(
#32
I think this is appropriate for this section, do shout angrily at me if it's not.

I like being creative (writing, doodling, and naturally, making games), and I like to be able to get a point across. Part of playing games is, I think, is to experience situations one doesn't get the opportunity to in real life, and like in literature, I think some of the best games are the ones that convey circumstances of emotional depth well.

Having quite a considerable number of friends and acquiantances of varying...ah...sexual persuasion, I keep having it suggested to me (repeatedly, at great length, to no end ad nauseam etc) that maybe I should have a bash at making a game about something a great deal of such individuals have as an emotional speed-bump in their lives. That is, coming out. Part of the reason they think I should do this is for a larger organisation, as a means of demonstrating to those who are feeling a little conflicted just how well it can turn out, or what potential hurdles there may be involved. Apparently, among the various LGBT communities I've been canvassing, the idea seems popular.

Of course, adventure game seems like the ideal format for such a tale - I can't see it carrying quite the same story as a platformer or an FPS - and those who are already experiencing such things have reacted positively towards the idea. I was wondering how appealling a game with this kind of concept sounds - playing through the stories of people coping with this, etc etc. It also strikes me as an interesting concept to help foster understanding of the situation to those who aren't going to have this as something they'll feel they need to do.

So: would you, the average gamer, play an adventure revolving around this situation?



P.S. No, I'm not gay, but I do have weirdo proclivities of my own.
#33
Quote from: densming on Wed 19/11/2008 00:25:18
You can directly set the character's x and y values in the script, like this:

Code: ags

cEgo.x = cEgo.x - 60;
cEgo.y = cEgo.y - 20;


Ah, I knew it would be something simple like that. Many thanks!
#34
Quote from: InCreator on Tue 18/11/2008 22:54:12
Considering your comments on anything else here aside capitalism, I do imagine you so...  ;D
You forgot monocle from the list! And a top hat.

And a tiny silver car, don't forget that.

Seems this has degraded into a "pros and cons of communism" thing!
#35
Hopefully I can try to make this one a bit clearer by bringing a picture into it...




My character, upon using the edge of the ledge (in picture 1) performs an animation (picture 2), and the end of the animation is designed to segue into a standing animation once the climbing has finished (picture 3). I'm well aware however, that once the animation finishes and the view returns to the normal walking view, the player's position will be right back where they started, on the lower level (B).

One way I'd thought of sorting this would have been to tell it to then move the player to player.x-60 and player.y-20, but I can't think how that would be done. Doing it through changeroom, after all, would result in the room reloading. Can anyone suggest a way in which I might end up with the character standing on the ledge's walkable area after the animation has finished?

Thanks in advance :3
#36
Ah, so it was just a stupid mistake on my part. Thanks!
#37
I've got a GUI (modified from the existing Statusline), and on it is a button (btnPortrait) which is intended to change depending on which character the player is using, with a global int variable "whoisplayer". The way I've got it set up at the moment is:

if (whoisplayer = 1) {
  btnportrait.NormalGraphic = 74;
  }

As far I thought, it should have set the button to look like sprite 74, when the int was 1. When trying to compile, it complains about a "parse error in expr near 'whoisplayer'". I've little doubt this is something to do with a deificiency of my understanding about how scripts work, but cana anyone tell me where I'm going wrong?

Much obliged!
#38
I'm aware that anti-glide mode is set in the general settings, but is there any means by which certain characters can have anti-glide applied to them, and others not?

Ta for the help
#39
16 walk-views would certainly fit my purposes very well, since the 3d character thing seems uncooperative.
#40
In the situation I'm building, I'm planning on making the environment outdoors change day/night after a certain amount of time passes. I was wondering if AGS had any potential for time compression, e.g. press a gui button, and it goes through processes twice as quickly, or even half as quickly and I can start things off being fast by default. Something that would make an in-game clock run faster, and (because characters move as each frame changes on anti-glide) the characters end up moving faster/slower.

Or am I limited to manually scripting it so that when the button is pressed, the characters' speed doubles/halves? Sorry if I seem a little unclear, it's that time of the morning.
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