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Messages - DoorKnobHandle

#1821
I think good old Farlander just wanted to change the topic title. He changed it away from "CJ died [something]" to this one ( "This topic is a joke, so don't click here!" ), but I seriously think more people than before will actually click here now... ;D
#1822
Yeah, go ahead. I won't win here anyway :-\ :D
#1823
This is my entry. It's the music for the well-known "Celebrity Deathmatch" series on MTV.

I wrote it in a short amount of time, but I think it does not fail to express the violence and tension from the series.

It's only 45 seconds, since I wrote it to be more a logo/jingle tune, than a complete song. I think the rules implied that.

Anyways, it's pretty much in contrast to the other entry above (which I quite liked, by the way), but the reason I posted mine is... it has a guitar in it... ;D

Phew - it's been a long time since I last entered one of those competitions. Good luck to all other entries.

EDIT: I still can't spell...
#1824
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sun 02/10/2005 23:39:35
Looking awesome!

It seems like the yahtzeebrand sign gets cut off when you are standing to far away from it...

Anyways, it's really really fast as GG stated before - I could add an (almost) unlimited amount of sphere objects without ever seriously noticing a frame drop (of course I had myself centered with spheres and had to disable collisions by then but that's another story ;D ). Also I love the textures house and can't wait to see it in higher resolution.

Thanks, Steve.

EDIT: Steve was faster...
#1825
Well, those composers you named there have actually come this far to be promoted by some record company - I suppose you are not (yet) in that position.

So, you should get a website of course if you want to become better known - although I wouldn't take my nickname as adress (or is that actually your name?), because who knows when you want to change it next time...
#1826
Critics' Lounge / Re: New Type of Game!!!!!
Sat 01/10/2005 00:41:32
Your idea is quite good in my opinion, but as others (mostly InCreator) already stated, it is going to limit your audience big time.

The only way of still having this is simulating a compression program/password system etc. IN your game! Like the LINK system in BASS for example. Don't make the user ALT-TAB away from your game to research - keep it in the game. Of course this takes a away some originality from the idea, but I still think its better.
#1827
General Discussion / Re: I need more music!
Thu 29/09/2005 21:01:05
Quote from: auhsor on Thu 29/09/2005 04:50:16
Try out Dream Theater.

Seconded... Big time. Then check out "Liquid Tension Experiment"...

Oh and I think this...

Quote
However I hate metal/rock music where the guys are just screaming

...and this...

Quote from: Chicky on Thu 29/09/2005 20:52:00
Killswitch engage

...clashes quite heavily... ::)
#1828
You will have to use variables. I will not explain the whole topic here - just some helpers:

Basically this is one way:

- Add "bool spot1, spot2, spot3" to your script.
- Initialize those variables as "false".
- When the player clicks on a hotspot ( for example the first ), then set its according variable from "false" to "true" ( so "spot1 = true;" ).
- Then check if all variables are true -> "if ( spot1 && spot2 && spot3 )" then open the door...

You could do this in a nicer way using simple arrays. Just define "bool spot_activated[3];" and then set for example "spot_activated[1] = true".

Anyways, read up on variables in the manual or search here for more information.
#1829
Could you please share your code around line 55 with us?

It seems like you forgot a '{' somewhere in your script, where it needs to be placed.

For example something like:

Code: ags

function test
// bla
}


Notice how the first '{' misses...

Could be something else ( like an ending bracket '}' too much ) though, too.
#1830
Sure you can.

When checking for key input, you should first check which character is your current player character ( for information on how to find that out, please refer to the manual ) and then you should move only your current player character around.
#1831
Amazing. It looks awesome and has a great atmosphere and overall feel to it.

I'd love to see the delirium mode.
#1832
Sad to hear that this promizing game was shelved, but I should be quiet, now that my own title (similar to MiA at the time) called "Troopers" is shelved, too.

Anyways, I remember the awesomeness of this game from beta-testing and can't wait to see what else you changed/added.

I was wondering where you'd be at all the time...
#1833
Advanced Technical Forum / Re: AGS 3D
Sun 11/09/2005 11:29:09
Amazing work, Steve. At this point I am going to thank you, Steve (and everyone else that contributed to this) for spending your time on this project. I am really happy it turned out this way - I was afraid after releasing the original AGS3D source code for that "Release Something" event several months back that simply noone would contribute to this...

*emo mode off* ;D
#1834
Advanced Technical Forum / Re: AGS 3D
Tue 06/09/2005 19:12:47
Looks awesome, keep it up.

I still like the idea of writing a model importer for AGS 3D, although I don't have the time right now at all. So if anybody is up to that, it would be cool and just another big feature. We could either work on being able to import for example .3DS, .OBJ, .MDL or .MS3D model files ( or all of them ;) ) or we could create a new AGS 3D model file, although I'd love to give 3d artists that work with common tools like 3D Studio Max, Lightwave, Maya, Milkshape or Blender the possibility to import their work directly. Of course AGS 3D would only load the point/vertice information and not the texture/material stuff etc. Maybe to replace textures we could add a parameter to the LoadModel function, that determines the model's overall color ( the function could look like this for example: LoadModel ( string Filename, color Color ); ). So you could load a model file, that is placed into the game's folder and have it all one color ( maybe even include one color for every polygon )...

So to summarize all this I personally think it wouldn't be a very hard or time-expensive job to allow importing of a standard model file format that almost all tools can export to ( like .OBJ ).
#1835
Advanced Technical Forum / Re: AGS 3D
Sun 28/08/2005 21:04:17
Awesome work, Steve. I am glad that someone as skilled as you took over this project that once started so simple - you also kept me working on the "Indy: FoY Demo" instead of wasting my time implementing features for AGS 3D that you added in 12 hours...
#1836
Trillian.

It handles ICQ, MSN, YAHOO, AIM and IRC at the same time... I use it. It's pretty awesome.
#1837
Wow, watching these pictures really makes you feel... funny. Almost as if you'd have been there, although I am sure for you who have actually been there, they don't express that much... Nice pictures everyone, I am happy everyone had a good time and came back safely.
#1838
I don't have any icons on my desktop except "My Computer" and the "Recycle Bin".

With Windows XP, you get around using those really easy by using the start bar and also less icons equals greater speed.
#1839
I would go with an GTA-style overhead view. To get the "two-cones-of-light-coming-from-car"-effect, I would use a graphic overlay. The rest should be pretty much self-explanatory. If you want free-degree movement like in GTa for example you need to work with sin and cos and floats. Have fun.
#1840
Advanced Technical Forum / Re: AGS 3D
Sun 21/08/2005 21:05:34
Sounds great, but all I need is a link... ;)

EDIT: That's better. Awesome, the extra-speed especially!
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