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Messages - DoorKnobHandle

#541
Site & Forum Reports / Re: Forum Restructuring
Thu 12/04/2012 22:37:15
Please move the beginner's technical forum above the advanced one, makes a lot more sense that way to me and it's the way it always was! :)

Good changes, exciting times!
#542
Quote from: Lewis on Sun 08/04/2012 20:03:13
Apologies, that was bad phrasing on my part. I did distinctly mean it doesn't support 3D by default, and that the engine's designed for 2D games really.

Seems a bit silly to question an entire publication's quality based on one dodgy sentence, mind. And I can assure you I didn't just throw the articles together - I'm an AGS developer myself, so I like to think I do know what I'm rambling about. :-)

The phrasing is what annoyed me, yep. Re-reading my post, I come across very harsh, as you point out! Part of it is because I put a LOT of effort into developing one of the 3D plugins for AGS - that's why I absolutely hate to read articles and comments underneath these articles that make it look like "it can't do 3D". Of course, I am not seriously trying to doubting rock paper shotgun's quality because of this statement.

@Ali: how is it fair to AGS's 3D capabilities to say: "the only thing AGS can't do is 3D" when that is 100% false? It's true that there haven't been any big 3D AGS releases yet and it's certainly wrong to call it a 3D adventure toolkit as you say, but I fail to see what that has to do with anything. AGS can do 3D by usage of freely downloadable plug-ins. That's a fact and it's simply wrong and unfair to claim otherwise!
#543
Ah, rock paper shotgun is supposed to be a good. Unfortunately both articles very clearly state that AGS can't handle 3D. They should research better, there's a number of plugins (some of which I developed) that allow all kinds of 3D rendering...
#544
There's a software called "Print Screen" by TheKeyboardCompany. It's free and works really well. Google it!
#545
Just because point'n'click games lend themselves to being solved by multiple people behind one screen (friends and family typically), it unfortunately doesn't mean they're suitable for actual multiplayer gameplay. I haven't heard of The Secret World, I don't believe they can pull off what they promise according to you, Grim, (ie. puzzles that are solved by many different people over the course of weeks) - I really can't imagine how that would work at all. I will, of course, keep my eyes open and see what they can indeed come up with!

But this entire discussion a.) has been done before and b.) is ultimately pointless because nobody here using AGS or any other engine would actually be able to make an MMO style game. It's simply not possible unless you have a large team of highly-trained professionals and experts...
#546
There doesn't appear to be a download link! :)

Looking forward to giving this interesting-looking game a try!
#547
That:

Code: ags

gx=mouse.x;
gy=mouse.y;


Needs to be at the end of that function, then it should work!
#548
I'm not sure if your post is a reply to my solution, but just to make sure, the method doesn't rely on you using clicks in any way, shape or form... :)

Let me know if I wasn't clear enough on how it works!
#549
Store the mouse position every frame, then draw a line from the position where the mouse was last to the current position.
#550
Thanks for collecting that information and compiling this excellent document, straydogstrut! I greatly appreciate that!

I should really allow other file formats to be loaded, if I could only find the time... :(
#551
You don't want to use the Character.Walk function for a platformer, modify the position directly!
#552
Welcome! ;D

If you open AGS and hit F1 you'll be presented with the manual. You can easily search that and find your answer! There isn't really anything to say - it's perfectly possible. In the future, it's easiest for everyone if you first look in that manual (maybe even just read through it kinda like a book once or twice, it really has soooo much info) and then create a thread, only if it didn't have the information you were looking for of course.
#553
EDIT: post removed after half a minute. It's not worth it to start a discussion here.
#554
You are seriously asking us how it is lazy to just have other people search for solutions for you instead of doing the effort yourself?

And it is right there in the forum rules that you should not do this: don't come here and ask stuff that's right there in the manual. Khris pointed this out in a nice way. No need to get all defensive.
#555
Yeah, makes perfect sense! If there are ways, via match options or whatever, to push it a little away from being luck-based then this would be such an amazing card game to me! :) Once again, excellent work!

EDIT: Radiant's points are below are spot on and excellent!
#556
Quote from: Victor6 on Tue 07/02/2012 19:52:40
Quote from: Tabata on Tue 07/02/2012 19:18:25
I don't see the problem  ???

That's like it goes in life (even when playing cards) - you don't always get what you want!

I'd have to agree with Tabata, it's luck of the draw.

Besides, the same things can happen to your opponent (granted, people don't consider that quite as annoying.)

As I said very clearly:

Quote
Of course it's all a game design decision (or rather, it will be, in the extended version). I personally don't like games that are very luck-based, I prefer skill-based. This game, even in the vanilla version, is somewhere in between but situations like these are kinda extreme!

I know what random means and that in this version, which cards you get is just luck. A random factor is a good component in lots of games but in a relatively high number of Hubris rounds I play, I feel like either I can't do anything to actually win because the card draw was so lopsided or I win without really having to think because I got awesome cards while the opponent didn't have the same luck.

I'm posting this because I want to express my opinion and because I hope that there will be lots of ways to get away from the focus on luck in the extended version, as it would make me like the game a LOT more!
#557
The 4th card I dropped finally ended up a non-green one! :) Of course, 3 free actions for my opponent was more than enough to make him win the game shortly after.

I didn't realize that I was playing with less cards than there are, I thought the different match types only affected start and win conditions (ie. how much health do the walls and towers have and how much do you need to win)! Will give that a try.

Of course it's all a game design decision (or rather, it will be, in the extended version). I personally don't like games that are very luck-based, I prefer skill-based. This game, even in the vanilla version, is somewhere in between but situations like these are kinda extreme!
#558
As expected, the very random nature of the card draws is making my addiction to the game fade away fairly fast... :)


FUUUUUUUUUUUUUUUUUUUU! Just look at that! !@#$!

Can't wait for the extended version however!
#559
I've played 28 games now (21W 7L) and while I do enjoy myself (otherwise I wouldn't play, it's definitely addictive) I really start to think that, in the long run, the randomness of the cards that you get is a big problem. Once you get used to the game, whenever you start a new round it kind of feels like I'm just waiting for the output of a random number generator to tell me if I win or lose the round. I think there are lots of ways to reduce that problem for an extended version, if you don't want customizable decks of cards, why not make it so that you are guaranteed to always have 2 blue, 2 red and 2 green cards? I've been stuck on 50 freaking gems for example with nothing but red cards in my hand for round after round after round.

It's crazy how you managed to make and polish a game up to this level in a MAGS, especially considering you entered on the 13th, hats off! :) Oh and I also wish the tower and walls would actually change their look based on their health.
#560
I just gave this a try having never played Arcomage or M&M 8. I had no problems understanding the game, your presentation is extremely polished (especially since it's a MAGS release, wow!) and the game is fun. My only complaint is that, in my first game (first parameters, very short) there was actually no strategy involved whatsoever. I assume this is better in longer games but I literally just clicked the card that seemed best and I could afford. I had two cards which increased my tower HP so I decided to end the game by reaching 30 on that. Checked my cards for tower increases, clicked the one that gave me the best, rinse and repeat. Part of the problem is that what cards you get is so absolutely random. Now, if you could customize a, say, 60 card deck out of all cards, then you could decide to play an economy late game by selecting a deck which increases your income a lot, or play a 'turtle' game with lots of defense buffs or be super aggressive and so on and so forth. Still an excellent release, I will definitely play some more rounds!

EDIT: My Vanity wins are also recorded as Warmonger victories in the statistics!
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