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Messages - DoorKnobHandle

#1461


I run 1280x1024. On the right, there's the Trillian Messenger window (which I minimize at times when I want to have more space), and on the top, there's WinAMP.
#1462
Quote from: jet on Tue 20/06/2006 18:26:05
And OOP, which I'm not a fan of, isn't essential. Monkey Island didn't use it, Doom didn't use it and neighter did Super Mario World. Why people worship it is beyond me. I think it's just an excuse for not making games.

Well, it's not essential, but it can save your butt a whole lot of work. Your statement about OOP clearly shows that you can't be quite used to normal programming in languages such as C++ (which is very close to the AGS script-language). There have been so many debates over OOP and why it is possibly the greatest strength of C++ over languages such as C, Java or even HTML, and I have yet to see one worthwhile argument against it. I don't know if you realize that AGS already uses OOP-elements such as structures? And this is the best example: there are so many technical things that wouldn't be possible to do in AGS in a comfortable way without using the struct-keyword (take my project "Troopers" as example, or my "Particle Engine"-Module, they wouldn't work without structures).
I also fail to see how OOP could possibly be an excuse for not making games, which makes me seriously wonder whether you really understood its principles. I don't want to offend you in any way, there may very well be a reason that I just never realized or something. In this case, I'd be grateful if you could share it with me.

Oh, and that games such as Doom or Monkey Island didn't use OOP really shouldn't be listed as argument why AGS shouldn't support OOP either. I agree that you won't need structures, classes, overloaded operators etc. when writing a simple adventure game in AGS, but as soon as you get any more technical (which is what a lot of advanced scripters like to do in AGS), you can't get around most of those OOP-helpers. Another example: you want a normal adventure game, but would like a realistical physics-simulation for one puzzle - you could use classes to build yourself a working vector class, which comes in VERY handy when implementing physical stuff.
#1463
Full OOP-support (object-oriented programming), meaning the simple support of classes (or structs with functions) without having to use the import-hack, structs in structs, constructors/deconstructors as well as overloaded operators for classes or structs.
#1464
Looks great, especially considering it's a MAGS!

Just make sure to get rid of that ugly standard-cursor in screen 3.

Apart from that, can't wait to play it. I wonder how long it is gonna be though? MAGS-entries are usually quite short, because of their short development time, but the story of "The Shivah" sounds quite long.
#1465
General Discussion / Re: World Cup 2006
Thu 15/06/2006 20:41:48
It was a misunderstanding. Me and Tom (Privateer Puddin') have sorted it out via MSN. In a very friendly manner. :)

I didn't realize that Zooty meant "result" as in the sense of result, but in the sense of performance.

And to compare the game with the last Germany game, although the situations were really close, I think England didn't really control their opponent quite as much as we did, but that's because Poland played way worse than T&T.
#1466
General Discussion / Re: World Cup 2006
Thu 15/06/2006 19:24:30
You call that game a "good result" for England? I don't want to offend you guys, the goals were well deserved, but overall it was quite an unsatisfying game considering your team called itself the "biggest favorite" before hand and most T&T-players come from the third and fourth english league.
#1467
Very interesting and great idea! I really hope that this works out and can't wait to see what the resulting product will be like. Thumbs up! :D
#1468
General Discussion / Re: 06/06/06
Wed 07/06/2006 12:56:56
Oh, my FRENCHTOASTING GOD!!! I just noticed how much space is left on my harddrive...
#1469
Wait a second. You can do it. Let me quote those two functions from the manual:

Quote from: the manual
SetNextScreenTransition
SetNextScreenTransition(TransitionStyle)

Sets the room transition type to TransitionStyle, but ONLY for the next room change. After that, it will revert back to the normal transition type specified in the editor or with SetScreenTransition.
For the possible values for TransitionStyle, see SetScreenTransition.

Example:

SetNextScreenTransition(eTransitionBoxout);
character[EGO].ChangeRoom(10);

will go to room 10 with a box-out effect, but then return to the normal transition type from then on.
SeeAlso: SetScreenTransition



--------------------------------------------------------------------------------

SetScreenTransition
SetScreenTransition(TransitionStyle)

Changes the default screen transition. TransitionStyle can be one of the following:
eTransitionFade
eTransitionInstant
eTransitionDissolve
eTransitionBoxout
eTransitionCrossfade

All future transitions will be done as specified until you call this function again.
Example:

SetScreenTransition(eTransitionFade);

will change the room transitions to Fade.
SeeAlso: SetNextScreenTransition

Found while searching for the hidden keyword "transition"... :=
#1470
Completed Game Announcements / Re: The Heist
Mon 05/06/2006 15:42:50
Ah, allright, I did it. This time without getting noticed at all. Was quite tricky to find out the correct order, but it worked after a few tried.

Spoiler

I didn't even find the "note" hotspot on the safe!
[close]

Now I only want to know how in the world you can solve the game without buying ANYTHING!
#1471
Completed Game Announcements / Re: The Heist
Mon 05/06/2006 15:03:56
Hehe, now I finished it again.

Spoiler

This time I crossed the wall using the rope and the hook without beeing seen, then I picked the lock on the front door again (which first seemed pretty hard, by the way, but now I think it's okay and doable) and then I had to use the dynamite because I still couldn't figure out the right combination. This time, the alarm did not go off after using the dynamite! Is this supposed to be this way?

Anyways, now the numbers where different (this time, it would say that she had 8 grandchildren, and the youngest one was born 16 years ago) - I figured that you always only get two numbers from the newspaper. I couldn't find out what to do with the lamp and the phone and what the key is for (you only get it after you've crossed the wall with the gate anyways).
[close]
#1472
Completed Game Announcements / Re: The Heist
Mon 05/06/2006 14:22:46
Just played it through once and liked it quite a lot. Very nice idea!

I used:
Spoiler

the ladder without being seen at the wall, the pick lock at the front door and then some dynamite on the safe (because I couldn't figure out the correct code - I know it has to have to do with that passed away husband and stuff, but I couldn't get four numbers - I got: 1 for january, 3 for her age, and maybe 06 for the year, but you can't enter 0), then I flee quickly, but without problems.
[close]
#1473
Apart from what the other people mentioned here before, I'd move the words "Raphael's Eye" a few pixels down and make sure that the text-buttons ("New Game", "Restore Game" etc.) are horizontally centered correctly (they look like they need to be moved to the right a few pixels to be specific).
#1474
I love those as well, however I can somehow hardly imagine a real adventure game taking place there, in my opinion it would work way better for some sidescrolling-shooter-kind-of-game!
#1475
Use the character.Animating flag to check whether the character is currently (already) animating.

Something like this should work:

Code: ags

if ( keycode == 'UP' && !cEGO.Animating )
   cEGO.Animate ( 0, 0, eOnce, eNoBlock );
#1476
Where do you call this? Repeatedly? Because, you define "particle_check = 0;" in your function, which is likely to cause your problem. I am sure that the return keyword doesn't have anything to do with that!

I don't know if I understand your problem correctly though, I hope this helps.
#1477
I suppose you mean firstperson-perspective-game? :=

Use "SetViewport ( int X, int Y );" to move the part of the room that you can currently view on the screen around (you'll also need to use variables to keep track of the x- and y-values). Then, change those x- and-coordinates when the mouse is on the left or right edge of the screen (check this in your repeatedly_execute function of the scrolling room(s) that you have, by using if-conditions and "mouse.x" / "mouse.y" to get the coordinates of the mouse position). You want to decrease your x-variable when the mouse is close to the left screen edge and increase the x-value when it is close to the right screen edge. Increase or decrease by a set amount (for example 2 pixels or 4 pixels) to control the scrolling speed (don't make it too fast and don't make it too slow obviously / or (even better) allow the player to adjust that speed by using a GUI slider) or you could even calculate how close the mouse is to the respective screen edge and let this value determine the scrolling speed (doing so will result in "smooth scrolling" and allow the user to move the mouse close to the right edge for example and the game will start to scroll slowly and if the player moves the mouse then over more to the edge and gets closer and closer, the game will scroll faster.

I don't have the time right now to go into real detail, sorry. Maybe somebody else could help you here with the right code snippets etc., but that's exactly what I'd probably do to realize this effect!
#1478
Critics' Lounge / Re: The Misshapen Tree
Mon 22/05/2006 13:56:15
The tree is okay in my opinion. However you should've added more detail to the fence! Maybe add a simple texture using your outline-color or atleast add little triangle endings for the top area of the fence-boards (don't know the correct term or if there's any).

The rest seems good and in a nice, clean cartoon-style, however I don't see a reason why you chose 32-bit color depth, because you would get the same background with only 16-bit (since you use no uber-fine gradients and shouldn't ever do that) and it would run faster for everybody and your final file would be a lot smaller! I would've also chosen 320x240 instead of 640x480 if I were you, because your background is really not fine and detailed enough to justify that high resolution and might just look better in low-res, but is of course only personal taste. You could also add a little shading, but if it doesn't go with your style, then leave it. What you have there is good and better than most of the games already!
#1479
AGS Games in Production / Re: Square John Boy
Mon 15/05/2006 19:03:54
Yeah, looks absolutely breathtaking. I love your stories, and this time the art looks even better! I can't wait to play this one.

Oh, and your rooms do kinda remind of '5 Days A Stranger', don't know why exactly (it's not the art style obviously, more the architecture of the house) -- anyways, that looks and sounds great, good luck with completing it!

EDIT: This might be further inspiration for you to create the character design of the father, if you need it...
#1480
Absolutely amazing, man! Those are really great pictures, I have nothing left to say! :o
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