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Messages - DoorKnobHandle

#81
@Crimson:

Hm all I can find under Beach Head is either too modern or looks like this:



...which is definitely not it, this is too old. But it's exactly that kind of game.


@Radiant:

Nah it's not paratrooper. It did have more graphics than that, it was definitely a bit newer, and it was from the same perspective as Operation Blockade and Beach Head.


Thanks for the suggestions so far!

Also, in my search I rediscovered Fire Fight which I was also looking for. What a great looking game. So that's something at least! :)
#82
Dang that's extremely similar, Crimson, but it's not it. The game I'm thinking of works and feels virtually the same but looks a good 5-10 years older. I'm 99% sure it was the typical DOS era look. The environment looked similar to Red Baron 1.
#83
I'm looking for a non-adventure game (sorry). It was a 2d, DOS game. You were in a stationary bunker or something in WW2 and planes came in (these were probably very simple 3d). You had to shoot them down. It was kinda first person. You could turn the gun 360 degrees I believe. Any ideas any one? I specifically remember the planes made a nice 'pop' effect when you got them, almost like balloons. And they would break into a bunch of little pieces.
#84
Good point, if it's only a weekend then it depends. In general I would favor a 5-day Knittens however. We should probably first discuss the length of Knittens, then sort out the date?
#85
Somebody worked hard and helped you out and instead of just thanking them you immediately add a "just a reminder, we could've totally done this ourselves" in your post about it. That happened, you posted it like that and I pointed out how much I dislike that. I did not miss any point.
#86
Quote from: Monsieur OUXX on Mon 24/02/2014 14:02:21
You cut the sentence in the wrong place  :smiley:
Quote from: Monsieur OUXX on Mon 24/02/2014 12:40:44
Once again, we remind all the Indy lovers out there that (...) Ryan Timothy took us several hours closer to the release. A big thank you!

I was playing at the fact that I think it's incredibly rude to get other people to write code for you and when they finally do help you out, post a "reminder" to everybody that you could've done it yourself as the first thing, be it true or not.
#87
QuoteOnce again, we remind all the Indy lovers out there that even though we could have done it ourselves

Thanks for the reminder! :)
#88
For me the only option is August because of my student semester.
#89
I'm completely in!
#90
I also get the additional 0 as well (and an extra b for some reason?):

Code: ags

HTTP/1.1 200 OK
Date: Sat, 01 Feb 2014 16:39:10 GMT
Server: Apache
X-Powered-By: PHP/5.4.21
Connection: close
Transfer-Encoding: chunked
Content-Type: text/html

b
Hello Hans!
0




This is me sending a similar 1.1 request as the one you posted above, Wyz (except it should be forward slash at the end of the first line I believe) to a php script on dkh.agser.me. I was also wondering where those extra characters come from, no idea so far. The php script obviously only does "print 'Hello Hans!'"
#91
If you want a challenge you could try my latest game, The Art of Dying. I don't know if you enjoy non-adventure games though, it's a tricky platformer. A couple of small YouTubers have tried their hands at it but I would *really* like to see someone try and finish it, on easy mode at least. So far, NOBODY has managed to do so. And it's just 6 short levels.
#92
Well that pauses your game. From your original post you never mentioned you wanted the game to pause, I assumed you wanted to use a GUI while the game was playing. :p
#93
To answer the first part of your question, there aren't really 'cutscenes' in AGS - and a cutscene, as you describe it, with interactivity isn't really a cutscene anymore anyways, by definition. What you want to do is script your 'cutscene' in a non-blocking fashion and then code in your GUI interactivity as you would if the game was running normally.
#94
Nice work, great to see this release! I'll give 3.3.0 a try and finally update from 3.2.1 for my next project, let's see how stable it is! :p
#95
Nice work! Khris, if you're interested, I have recently used Wyz' Sockets plugin to send POST data to a PHP script of my dkh.agser.me address. I would gladly show you how that works if you want to update your game and make it a bit harder to fake scores (still very much possible with the use of a Network sniffer). :p
#96
I'm very sorry to hear that Snake :cry: I'm going to miss hearing her run around in the background when talking with you.
#97
My last game The Art of Dying writes and reads a lot to its game directory, it's been downloaded ~2k times and I haven't gotten a single bug report about it so I'm pretty sure there are no issues on the vast majority of user systems.
#98
Lemmings?
#99
I dunno but I drank a lot of green tea while making The Art of Dying haha.
#100
Ah okay well that changes things a little bit. In this case, you may use separate views to simplify things a bit. What you could do is have the timer play the head up animation instead of moving the character immediately. Then in repeatedly_execute you can check if you've reached the end of the head up animation (use cGoolie.View and cGooli.Frame to find out if you're at the last frame) and only then start the walking.

Also, don't put this code in multiple places. If this animal character stays in one room, only put the code into that room. If it moves between rooms, the global script would be a good place.
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