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Messages - DoorKnobHandle

#821
General Discussion / Re: StarCraft anyone?
Sat 27/02/2010 03:26:10
I'd love to play some more. In ~14 hours or something (it's 4.30 am right now) on Gameranger.
#822
Quote from: ~Escapade~ on Mon 22/02/2010 15:54:10
I need to get to grips with creating hotspots, walkable areas, animated backgrounds, conversations Etc.

I think Densming's video tutorials are the quickest and best way to do exactly that, if you haven't seen them yet.
#823
Maybe the simplest and most efficient way to solve the cursor problems with AGS TextBoxes would be to simply add a "DrawCursor" boolean to them (just like the "DrawBorder"). Users looking to override the way this cursor looks can then simply retrieve whatever is in the box at any time, get the width of that input via GetTextWidth ( ) and then draw their own cursor to the interface.
#824
I assume you don't know this guy? http://en.wikipedia.org/wiki/Frank_Stallone

I like the setting (roaring 20s and all)!
#825
Even though you might not consciously know about or "feel" it, there must be something in your mind that explains that uncontrollable behavior. Maybe you are more offended by these people acting that way than you think or are willing to admit to yourself? Does it bother you? What are you feeling right now? :p
#826
Quote from: anian on Wed 10/02/2010 17:27:49
And Starcraft doesn't require so much thinking, you have to have the keyboard shortcuts memorised and know which class fights which - it's not so different from FPS. Well actually it follows more of a mould than an mFPS game.

I don't want write up an elaborate answer to this as it doesn't fit the topic of this thread, so let me just say: I think you're wrong, I think you don't really know StarCraft, what it takes to be good at it or follow it's scene and I think I know that it does include more thinking than most FPS games (obviously, there are huge differences, Counter-Strike or Team Fortress competitive gaming is much, much more strategical and tactical than, say, Quake or Unreal Tournament as far as I know).
#827
I think another problem is that you're just talking about FPS games. Skill in these games usually means reflexes, hand-to-eye coordination, some muscle memory and a tiny little bit of thinking (ie. knowing the game). Actually, the first two qualities make up 99.9% of what you need to do in order to be good at these games usually. Unfortunately those are the two qualities that are the least consistent - you can have a bad day, if you're tired, drunk, whatever, the first two skills immediately suffer.

If we compare that to, for example, multiplayer RTS games, those require much more thinking. That's more consistent and you won't have nearly as much progress and regress.

I base that on my experience with competitive play with Counter-Strike (I used to be good one day, bad the other, some improvement over time but really not THAT much, a version of me from one year ago on a good day could have beaten me now on a bad day etc.) and StarCraft (much clearer improvement curve, I get better every day and there is NO way I would lose against 'me' from a month ago).
#828
Code: ags

int array[20];


in the global script, top of file.

Code: ags

export array[20];


in the global script, end of file.

Code: ags

import int array[20];


in the global header.
#829
News on this (good news) are imminent (hope that's the right spelling). Working very hard every chance I get between University and other projects.
#830
I agree, the hard-coded cursor mode functionality has been a thorn in my eye for a very long time. I appreciate it helps set up a very basic working interface for people who *just* started out using AGS but it really makes creating custom interfaces more of a cryptic hassle than it has to and can be a source for various incredibly hard to track bugs. I would propose a simple list of cursor modes without any meaning attached whatsoever and then in the Interaction panel for each hotspot/object/character and so on it would have a field for a handler for each of the modes.

Any other opinions?
#831
That MMM episode runs fine here with the standard settings it comes with. In both fullscreen and windowed mode.

You DID unzip it, right? :D Because when I don't, I do get a black screen that crashes...
#832
Can't reproduce that, must be something specific to your set up.
#833
Damn, if it wasn't on the other side of the world...

#834
Site & Forum Reports / Re: New AGS Website
Thu 07/01/2010 18:59:21
Love those new cups but now the contest advisory symbols stand out. Re-do them in the same style and we have a winner imho.
#835
General Discussion / Re: UT Dedicated server
Wed 06/01/2010 17:45:38
I'd give it another in ~20 minutes. I just got my 24-inch back and the last time we played, the lag was less drastic.
#836
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 18:24:30
Yeah, when I was playing earlier, I could move around fine and jump and aim, but the shooting was delayed by a full second or something (after clicking) and you guys were both just skipping around. Each of my frags was purely coincidental, you appeared in one corner of the room, stuck for a second, then - BAM - gone and somewhere else.

That was a little frustrating with InstaGib especially. :D
#837
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 15:38:21
Ok so we're 3 now? Wanna play? Now? :D
#838
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 14:25:44
I just joined and it seemed fine. Anybody up?
#839
You should have two views per character at least. One is the normal view, loops 1-4 should be the standing frame first, then the walking animation frames after that for all directions. The second view should be the speech view, the speech animation frames go in there, again loops 1-4 for the different directions. Then in the character properties, set the character "NormalView" to that first view and "SpeechView" to the second one.

Hope that helps. :D

EDIT: Have you checked out Densming's youtube channel? He goes over a lot of basic stuff and then takes it to the next level. Plus, he explains it all well and you can see exactly what you have to do.
#840
No, that should really do it. Do you have talking animations for all the four directions in the speechview?
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