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Messages - DoorKnobHandle

#501
1.) You're looping through all the characters in your game. Maybe it would be better to check if the character is actually in the same room as the player first.

2.) What's wrong with the commented code? It should work well in most cases and be a LOT faster.
#502
It's not about the tool, more about the method, but I used MS Paint for the tutorial (I also mention it in there somewhere)... :)
#503
A tablet is only going to benefit you when you already know how to draw traditionally on paper. In your case, I would highly suggest not falling into the trap of believing that a tablet magically makes you a great artist and, instead, going with a simple, more mechanical low-res pixel art approach. Here's a tutorial I wrote six years ago on how to achieve this without actually being much of an artist: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25490.msg321078#msg321078

Hope this helps!
#504
Critics' Lounge / Re: Try my RPGdemo anyone?
Mon 18/06/2012 21:59:00
You had to click Attack and then on the Rat, it had me stumped for a while too!

Yeah, it's not a bad start. Music was very repetitive but I liked the battle transition! It needs a leveling/skill system to really be an RPG of course! The interface could be less Sierra-like and more RPG-like as well! Oh and the quests need to be more interesting, collect 10 apples is not very creative! Find an objective that also tells us about the characters instead for example!
#505
Yeah, you only need two elements which makes this kinda easy all things considered:

1.) the level
2.) the fighters

That's it! The level is going to be just a room background (or more than one arena to fight in), it needs a floor (this can be y-value if the floor is straight or a vector if you want an angled floor) and the left and right walls (these are usually just x-values so they are straight). The background, the floor and the walls are your arena and that's all you need. Your fighters are standing on the floor, they can't go further left than the left wall and no further right than the right wall. The background image is purely cosmetic.

Handling the fighters is more complex, you would use characters of course and then just have them play their proper animation when you hit a button. Move them to the left or right when walking, have them move up and down when jumping, a combination of both movements for diagonal jumps. Check if the arm of the attacking fighter reaches into the sprite of the other one to determine if an attack (like a punch) hit or not.

That's the basics that you can see working in the game I linked!
#506
Even though I can't release the source code, feel free to give the Indiana Jones Arcade Fighter I designed and programmed a try, it's very close to Street Fighter II in particular.


Click the picture to get to the download page!

This could help you see what is possible in AGS, you'll see that the art required for all fighters and animations is huge for example, you will notice how the level boundaries work, how fighters get kicked back when they're hit, how they are stunned and so on!
#507
The Rumpus Room / Re: Happy Birthday Thread!
Fri 15/06/2012 03:58:31
Thank you! :)
#508
Beginners' Technical Questions / Re: code
Thu 07/06/2012 21:33:51
We put as much effort into your warm welcome as you put into your posts! :)
#509
Thanks for the kind words both here and on Youtube for Troopers and Dead Silent! Some breathtaking work in here so far, gotta love Release Somethings!
#510
Site & Forum Reports / Re: Forum upgrade
Sun 03/06/2012 00:09:12
Thanks, works like a charm now! :)
#511
Site & Forum Reports / Re: Forum upgrade
Sat 02/06/2012 23:43:19
Doesn't work on my end, not when I do it and not in your post. :) Just shows up as raw text!
#512
Site & Forum Reports / Re: Forum upgrade
Sat 02/06/2012 20:04:57
Quote from: AGA on Sat 02/06/2012 19:27:05
Quote from: dkh on Sat 02/06/2012 15:48:41
Could we get youtube tags or some other way to embed youtube videos into forum posts? That would be really useful!

Already exists. [embed]

I tried using embed but couldn't get it to work. What does it want me to paste there? The youtube link doesn't work, the embed code on the youtube video doesn't work either..?
#513
This is the current state of my real-time strategy game called "Troopers" - made with AGS!

[embed=560,315]<iframe width="560" height="315" src="http://www.youtube.com/embed/hEdTM9iMxr8" frameborder="0" allowfullscreen></iframe>[/embed]


And this is a game that I started writing in AGS but then switched to a custom engine and C++. It's like a X-Wing/Wing Commander/Free Space game, an action space sim in other words. It's going to be an actual indie game! :) Check out a 380-posts development thread too, HERE!

[embed=560,315]<iframe width="560" height="315" src="http://www.youtube.com/embed/5zVXmxa3OWM" frameborder="0" allowfullscreen></iframe>[/embed]


Let me know what you guys think!
#514
Site & Forum Reports / Re: Forum upgrade
Sat 02/06/2012 15:48:41
Could we get youtube tags or some other way to embed youtube videos into forum posts? That would be really useful!
#515
General Discussion / Re: Game rage
Sun 27/05/2012 19:48:19
Playing StarCraft (Brood War or Wings of Liberty) competitively, you get a ton of this:







I myself get frustrated playing the game but I never express it physically (punching walls, the desk, the headset, the keyboard or anything) and I never insult my opponents. With competitive games that feature asymmetrical balance (different classes in RPGs or FPSs with custom equipment or different races with different units in RTSs), getting angry and frustrated at the game's balance is pretty common I guess.
#516
The exporter was never released iirc. It's a 3DS MAX plug-in (these are not standalone, you need 3DS MAX). I was having problems implementing skeletal (bone-based) animation, that's what was holding that up. Unfortunately I won't have time to sort this out in the near future at all, I'm just too busy... Wasn't a very good idea to go with a custom model file format anyways, should've stuck with .x files (which are easy to load and support skeletal animation anyways). Something for Razorblade 2...

Sorry!

Razorblade 3D doesn't support primitive rendering, it only works with models. You could just make a quad/plane mesh and bring it into the game, of course, but the exporter isn't released yet...
#517
CLOTHING! I wanna buy Pancake CLOTHING! P WEAR for PANCAKE!
#518
The Rumpus Room / Re: Icey games' thread
Mon 14/05/2012 16:58:48
If you put all the 'downloadable content' in the game right from the first release and just unlock parts of it later, then what the hell does that have to do with, you know, 'downloadable content'? Why would you do that anyways? Why not just finish the game, polish it, test it and then release it as one game? Everybody would be fine with that and it's super easy to do with AGS - because AGS is designed for exactly that.

You simply copy what you see freaking Square Enix do - but you don't take the time to actually understand why they do what they do and how they do it. You copy the big words and 'features' but miss the substance! We've had this with the whole role-playing system (character levels, skill trees, damage/experience calculations and so on) and with multiplayer gameplay before - now it's DLC.
#520
Submenus only make sense from a design standpoint when you have a LOT of menu items that also share strong logical connections in groups (otherwise you just turn a 2 click action [file->save] into a 3 click one [file->submenu->save], actually making the interface worse instead of improving it). I know this is not what you want to hear but there is no reason to add this to AGS as there is only a small number of menu actions anyways, nor is there any reason to assume this will change in the (near) future.

That's my opinion, not sure if I have a say in this!
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