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Messages - DoorKnobHandle

#841
If you don't want to use a timer, you can achieve the same with a simple boolean variable:

Code: ags

bool sound_played;

function repeatedly_execute ( )
{
      if ( GetBackgroundFrame ( ) == 3 )
      {
            if ( !sound_played )
            // if the sound hasn't played yet
            {
                  // play your drip sound
                  PlaySound ( ... );
                  
                  sound_played = true;
            }
      }
      else if ( GetBackgroundFrame ( ) == 3 - 1 )
      // the frame right before the sound frame
      {
            sound_played = false;
      }
}


Replace the '3's with your frame number for the sound, obviously.

I didn't check this, it's all from the top of my head. I'm pretty sure the method works, there might be typos in there however. You'll also need to look up the parameters for the PlaySound command or use the new functionality to play your sound in the new version of AGS, I'm sure you already know how to do this.

EDIT: BTW, depending on your game, it might be way better to use an object with an animated view for the drip (performance wise and it'll make adding the sound trivial, just do it via the frame-sound functionality in the view editor).
#842
General Discussion / Re: Need awesome forum!
Sun 13/12/2009 14:10:00
Well, there's our difference. You think it's funny, I don't. If this was a troll that did something original or funny in my eyes, I wouldn't have anything against discussion and a thread like this one.

But, in the end, all trolls want is be mocked and talked about. Why play into their plan?

EDIT: And I agree, the moderators here deal with trolls very quickly and efficiently as they did with this one. Thumbs up!
#843
General Discussion / Re: Need awesome forum!
Sun 13/12/2009 14:00:02
Why do you guys give this kid and his forum so much attention? That's exactly what he wants (now his forum actually gets views and probably a bunch of users and replies or whatever - I refuse to click the link). To be honest, every time somebody replied to one of the spam threads he created here I shook my head in disbelief. You're not helping this forum and there are other places which will penalize users that post "in before the lock" like that, for a good reason imho.

The best reaction to all this would be to just maturely let it go. Yes, he's a kid, yes, he can't spell, yes, he fabricated post counts, is that really something new or special or funny these days? To me it isn't.

I know this post in this thread is slightly on the hypocritical side but I needed to get that off of my chest.
#844
I know Windows Media Player likes to turn the MIDI slider down to zero whenever you use it (play a midi?) - could that have been the case?
#845
I actually still find this very interesting. All I'd need would be a way to send data (integers, floats, then maybe strings later on) from one client to the other.

I actually remember writing a little application with the use of some plugin (was it the TCP/IP one, don't remember exactly) which had Roger go around and then "say" the source code from a webpage. So, for example I chose "google.com" and he would speak the HTML source code of that page like "<head><title>Google</title></head>" etc. I found that pretty nifty! :D
#846
Recruitment / Looking for a 3d modeller...
Sun 06/12/2009 22:13:34
This is not AGS related, I hope I can still put this here. If not, I'd have to create a thread in the General Discussion area...

I'm looking for a good 3d modeller.

I have recently finished up a nice, small and compact little engine I wrote in D3D9 and pretty much all I need now is a simple tech-demo to show it off. I'm looking for some nice assets (that can be hallways, objects in there, maybe a character or an enemy, whatever), what style or setting is 100% up to the artist, all I care about is that it looks nice. I'd need the models either directly in .FBX format or in a format I can open and then export with 3d MAX. I need textures and animation as well, not just the meshes. Extra points for people capable of working with normal/bump maps and other shader effects although that doesn't matter that much for the moment.

This is a QUICK job, I just need a simple scene with some action going on, I'm not looking to create a game here.

Here's a quick shot of the best model I have lying around in the actual engine, it was created by Howard Day for another old project. This is a placeholder and your assets would replace this:


Note that, while this model happens to be in a retro low-poly with pixel art textures style, I'm looking for all styles, as I said, it doesn't matter and the engine is capable of a lot (ie. millions polygons+, huge textures, everything up to today's standards).

I really hope to find somebody through here, it seems impossible to find decent modellers or I don't know where to look. Most places that used to have a "jobs" section for unpaid stuff now don't anymore for some reason and on other places my offer was just ignored. I hope this goes better here.

Cheers!

EDIT: Please send me a PM and do attach some portfolio-like screenshots of your work etc., visual quality is what matters the most for this little project. I can't offer money for the job but you will get full credit and get to see your work in a nice 3d environment as well.
#847
Critics' Lounge / Re: Voice Acting ;D
Thu 03/12/2009 23:45:54
Really? I have an SM57 as well, it must be your connection because these beast can record voices really, really well and clear. What pre-amp do you use? Your soundcard's? I have a Presonus TubePRE and it works really great.
#848
Critics' Lounge / Re: Voice Acting ;D
Thu 03/12/2009 23:33:59
I think your only problem lies in the noise in the background. Your voice is well-suited, your accents are convincing - it's just a matter of stepping up in equipment or eliminiting whatever it is that creates your noise problem there.
#850
You can change GUI but if you're not just changing cosmetics (ie. how it looks) but also how it works (ie. what verb-actions you have etc.) it means you'll have to recode all your interactions for the player with objects, characters, hotspots etc.
#851
Well, it depends on the module. The Monkeys Island module simulates a different kind of GUI so that means you have to re-create that etc. so, yeah, it would be like starting over. Those are the kind of modules you want to pick before starting your game. Just like with your normal GUI. :D

But that's not true for all modules. The OtherRoom module for example doesn't touch your interfaces, characters etc. so you can add it in or take it away at any time. It just adds some functions/functionality that you wouldn't have without it in AGS, as Khris said. Note that I've never used it though.
#852
You have to destroy the center guns first as they are dangerous. If you start shooting before the boss even appears, the first one can be broken before it fires one shot. Then get the second and after that it's a piece of cake. :D
#853
I had no trouble beating the boss actually! :D Nice work!
#854
I can send you the code but it is a somewhat advanced topic and if you're not experienced with the language and AGS yet then I don't really think it'll help you. In addition to that the pathfinder code is somewhat connected to the code for the tiles in my game, so I can't just send you a neat little module unfortunately.

Still, let me know if you want me to send you the stuff via PM.
#855
I implemented A* pathfinding several times in AGS script (most of the times for my realtime strategy game) and it's pretty straightforward and - using binary trees - reasonably fast. There's no other way if you need custom pathfinding.
#856
Using a module does not mean you'll have to start over with anything! :D
#857
What you need to do is:

Every frame, get the current mouse position on the x-axis. Compare this value to the mouse position from last frame. If they differ, the mouse was moved recently, take that difference and add it to your variable and that's it. :D

This is absolutely untested code (and I haven't played with this kind of AGS coding in a while):

Code: ags

int old_mouse_x;
int variable;

function rep_ex ( )
{
      int mouse_x = mouse.X;

      if ( mouse_x != old_mouse_x )
      // if the mouse was moved recently
            variable += mouse_x - old_mouse_x;

      // store the current mouse position as the old one for the next frame to use
      old_mouse_x = mouse_x;
}


In this example, 'variable' will be the value you're looking for. Try displaying it on a GUI or something to check it out.

Hope this helps, let me know if there are any problems.
#858
Critics' Lounge / Re: Village Hall - Iso
Tue 01/12/2009 20:14:02
Ok, nevermind then. It's a classic novel by the way.
#859
Critics' Lounge / Re: Village Hall - Iso
Tue 01/12/2009 19:26:17
Do you mean a game on The Great Gatsby with "Gatsby game"? If so I suggest making your room like rooms looked in the Roaring Twenties (unless you want to take the topic and shift the setting to today's world).
#860
Just for reference, one of the main application of recursion (ie. functions calling themselves recursively) in game development is when you want to traverse some sort of tree. Imagine you want to import, let's say, a 3-d model into your game. That model includes a skeleton-like bone system for animation. The first node in that tree is the head, it has a child node below called neck, 3 child nodes for that called left shoulder, right shoulder and chest, those have child bones etc. all the way to the feet. Now, when you want to traverse this tree (this means: loop through all nodes, to initialize them or update their position for example, or whatever), the easiest way to do this is recursively. Get the first node (often referred to as root node as well), in our case the head, do whatever you want to do to it (initialize, update position etc.), and then loop through all the children of that node and call the same function. That's it, this will run your function on every node. Pseudo-code looks like this:

Code: ags

function UpdateNodePositionsRecursively ( Node *node )
// updates the position of a node recursively for all nodes
{
      // do whatever you want to do
      node->UpdatePosition ( );
      // ...

      for ( int i = 0; i < node->GetChildCount ( ); i++ )
      // loop through all the children of this node
            // call this same function for all children - THIS IS RECURSION
            UpdateNodePositionsRecursively ( node->GetChild ( i ) );
}

// and now when you want to loop through all nodes and
// update their position, all you need to call is...
UpdateNodePositionsRecursively ( model->GetRootNode ( ) );
// our function on the first node


Okay this was a little ex-course and probably half-offtopic but maybe this makes the practical application of the theoretical idea of recursion a little more clear or whatever, hope it helps. :D
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