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Messages - DoorKnobHandle

#181
I'm in there again, just relaxing on a Saturday evening. Join!
#182
So ... is OVER 10 years a new bump record?
#183
Thanks guys! A bit of an update: Despite being a bit more quiet and no new videos coming out (there isn't really anything left to cover I feel), I've been very hard at work in order to get the game finalized. Most importantly, I've implemented a main menu that works with keyboard and gamepad, has a bunch of simple options and - and this is the big deal here - allows you to rebind your controls for both keyboard AND gamepad! This was more complicated to implement than I would've thought and took most of last weekend - but I think it's very important to allow people to, for example, switch the jump/attack buttons around on keyboard/gamepad. The default is jump is A and attack is S but if those keys don't work for you and/or you want to switch them from left/right to right/left (Mario-style for example), you can now do that easily!

Here's a screenshot (it looks much better in motion though, trust me):



Click it for full resolution!
#184
Quote from: Monsieur OUXX on Wed 13/11/2013 15:44:35
Quote from: Construed on Sun 03/11/2013 02:40:54
Anyone ever started or completed it yet?

Well, apparently this scripting challenge is not inspiring as many people as the last one! :)

Maybe that's because the last one was at least a tiny bit interesting while this 'scripting challenge' is an obvious attempt to get someone to write code for you. Boring code! :p I think the general approach here is interesting and I don't think it's inherently bad but if you're going to outsource work to people that you either can't or don't want to do yourself, you might want to make sure that it's actually something remotely interesting to work on and implement. Just my two cents, I think it would greatly increase chances of people coming in and help you and your project out!
#185
Ah. Too late for me for a Sunday night. Have fun!
#186
Completed Game Announcements / Re: Time Stone
Sat 09/11/2013 22:33:55
Oh noes! That hotspot label (that says Puddle in the screenshot) is 1px too high. Rated 0 cups! :p

(Just kidding, looks absolutely great - although that tiny misalignment drives me up the walls, kinda like mixed pixel resolutions - I'm weird like that haha)
#187
I'm in there again, no camera (too tired), just screensharing, doing some work and maybe microphone. I've been in there a couple times last week but it seems to have died down a bit. Don't let the AGS hangout die, it's a great (and more productive) alternative to the IRC to me, I really like it.
#188
Okay I'm pretty sure I've got everything in the game that I wanted to...



So now it's just level design, putting in sounds/music, making a main menu and then testing and release!
#189
Of course that's possible. :)

But I wonder, why not just try it out? Since you've already written the code, surely that's faster than making a thread here?
#190
miguel: I guess I'll repeat what I wrote to you in the PM for everybody to read: I am planning on releasing the source for this project in its entirety!

MiteWiseacreLives!: Thanks! It's more like 2-2.5 months now though (although that is with 6-10 hours of University every weekday)! I did not have anything pre-made or anything.
#191
Arj0n: Would be great to see some levels from you! I've already answered your questions in private, but let me restate what I said, for everybody else: warping/teleporters are not planned, color-coded doors with keys are however! And I'll make the ice line color white instead, good observation!

bicilotti: Thanks!
#192
Yeah, as Ghost said, you are definitely not handling the problem in an efficient manner, given the problem. Nevertheless, you can use the noloopcheck keyword to disable the while loop iteration limit. Look it up in the manual to find out how it works exactly.

EDIT: Wrote this before you posted the code.

Code: "AGS"

bool diceRoll(int diceCount, int diceSides, int successMinimum)
{
    int sum = 0;
    int i = 0;
    while (i < diceCount)
    // for every dice
    {
        sum += Random(diceSides - 1) + 1;
        i++;
    }

    if (sum >= successMinimum * diceCount)
        return true;
    return false;
}


Now you can call the above function rollDice with the number of dice you want to roll, the number of sides they have and the success minimum. For example, calling rollDice(5, 20, 10) would roll 5 dice with 20 sides and, if they averaged to 10 or more, the function returns true, otherwise false.

This could be compressed to a single random command, but my function could be extended to support mixed dice types or visual representations of the individual dice rollinge etc.

Hope this helps.
#193
I'm in there again, as always!
#194
Now, invisible floors, that would just be plain mean, Crimson! :p
#195
I'm pretty sure Chicky is talking about video compression, Frostfalk.
#196
Thanks guys! The primary reason I went with the line-approach for collisions, as opposed to going tile-based, was the flexibility. This way, I can have an elevator in the game, for example, that can move up and down smoothly. It's also faster, at least from my tests (I did start out with tile-based collisions). And yeah, the freedom to do whatever you want in maps, no matter what tiles you use, is another plus!
#197
I'm in the AGS hangout again: https://plus.google.com/hangouts/_/7c5a7695435bd5e39e1eb8fa360753e93d11afa8?authuser=0&hl=en

I'll be taking it easy and drawing some stuff!
#198
And here's another one. As promised, it introduces the level editor. Take a look, I really, really hope this inspires one or two of you to use it make some really cool levels with it:


As always, let me know what you think and if you could see yourself using this editor. Also, ask any questions you might have, I'm sure there's plenty of stuff I forgot to explain how it works in the video. If you have improvements on user friendliness (that are reasonable, AGS doesn't exactly make user-friendly tool development easy haha), please share them with me!
#199
Same here. I sometimes do it, when I'm away from the keyboard, mostly after I've made a thread or post that I expect to get some sort of feedback! I very rarely post from it though.
#200
Wyz, Noa, Snake and me are in this hangout right now! Come join us? We're doing a live band meeting for our band Pixel Hunt. https://plus.google.com/hangouts/_/76cpj9ef2nfpegdisnsk92kih4?hl=en
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