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Messages - DoorKnobHandle

#901
Just out of interest, did any other voice actors hear back yet? I mean, I know my samples probably weren't great but I explained myself in the mail I send and said that I didn't expect to get the 'job' but I *would* have liked a tiny little one- or two-liner of feedback and I did actually spend over an hour on recording those samples. Kinda disappointed that there hasn't been any answer whatsoever to be honest.
#902
Code: ags

function hHotspot3_UseInv()
{
  if (player.ActiveInventory == iKey)
  {
    if (door_unlocked) 
      Display("Why would I lock it?");
    else
    {
      door_unlocked = true;  // change variable
      Display ("I've unlocked the door.");
    }
  }
  else
    Display ("I can't use that on the door.");  // another inv item was used
}


Try this. The version before had wrong brackets. I personally think the way I formatted that makes brackets a lot clearer actually, I'd recommend it.
#903
Call "SetDebugMode ( 4, 1 );" in game_start and you'll see your fps. If you don't change your game speed in your game, it should be 40fps. Disable your potential bottleneck (the GUI animation) and check whether or not you get 40fps (you should). Then enable it and check whether the numbers decreased.
#904
Just for reference, Krishmuc's code is absolutely correct apart from a typo:

Code: ags

this.OwningGUI*100 + this.ID


should be:

Code: ags

this.OwningGUI.ID*100 + this.ID


That line appears two times. Also don't forget to replace:

Code: ags

GUIControl*gc = GUIControl.GetAtScreenXY(int x, int y);


with:

Code: ags

GUIControl*gc = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
#905
Nice, added you guys on myspace.

EDIT: Actually, nevermind, we were already friends on myspace somehow... Haha. :)
#906
Sent you my samples. I forgot to say, I didn't chop them up but that'd be easy for me to in the future. For this sample it didn't seem to make as much sense.
#907
That is something I absolutely support (if it's reasonably easy to adapt/implement) for exactly the same reasons.
#908
Sounds really, really good. Quality-wise, there was a tiny bit of crackling and hiss with the s-sounds. Still really good.

Where did you get sound fx from?

PLEASE tell the story in a Max Payne comic like way. That'd totally fit the atmosphere and your voice, too, I think.
#909
These are called "collective nouns". Band is actually not one of them, it's always plural. As in:

"The band was originally formed by John McFarm in 1975 although they had been playing [...]"

Police is an example for a collective noun. Whether or not you use the singular or plural form depends on, guess what, whether you're using British or American English.
#910
But '(to) try' can stand without an object, so you can say:

"Well, I tried."

If you use '(to) try' in such an intransitive way, the following is in fact correct:

"Let's try and do this."

If you paraphrase the meaning, it could be like this:

"Okay, let's do this. Well, let's try (to)."

I absolutely see what you mean though and what I said there is probably really over-interpretation, of course the saying 'try and do sth.' implies 'try to do sth.' more than what I said. In any case, there are tons of examples of things you can say that are technically grammatically incorrect, yet people started using it in spoken language (often due to the principle of economy, ie. simplifying pronunciation etc.) and then it entered written and then even formally written as well.
#911
Quote from: Old skool rulez on Sun 09/08/2009 19:36:13
not being funny but this was made as a bit  of fun years ago for a big trouble in little china fan site my standard now is much higher i think your comments are a little offensive and without meaning to sound big headed this is not even 1% of what i can do now given a day or so making outI'm a one trick pony is quiet offensive

I never said you were a one trick pony, where do you even get that from?

I didn't offend you either. Actually, I said:

Quote
Nice song, though, totally liked it.

...and...

Quote
[...] sounds like it came out of a professional studio [...]

In fact, you actually thanked me for these compliments before editing your message into what it is now.

When I said "I think we should be careful not to let this slip into a 'who-can-post-the-greatest-song-they-once-made'", I really meant I think. It's my opinion that people posting several-year-old and already perfectionized songs only few hours after the theme was set hurts the competition as it demotivates others and just isn't really fair to people actually trying to come up with something matching in quality in the actual time that is given in the competition. I'm not even talking about you specifically, it's a trend that I see going on and I'm criticizing that, no reason for hurt feelings.
#912
I think it's not disallowed, just not encouraged either, usually you can't even do it because the theme requires you to work on something special and it's unlikely you did that before. This round has very open rules, however, so it is possible.

I think we should be careful not to let this slip into a "who-can-post-the-greatest-song-they-once-made" competition and keep it a real one. If people posted backgrounds in the background competition, for example, from months or years ago, the best artists on the board would always win, they just had to blow the dust off of something they create in the past.

Nice song, though, totally liked it.
#913
I don't believe you wrote and produced that almost 3-minute song that sounds like it came out of a professional studio in less than 6 hours.
#914
OH. MY. GOD! :D

This really has to be the stupidest mistake ever... Thanks for finding that and I'm really sorry for wasting your time like that!!
#915
I just noticed that when you select the D3D9 graphic drivers and also set the runtime from retail to debug in your directx9 control panel (also select the most debug info you can get, ie. slider all the way to the right), AGS always crashes with this error:

Code: ags

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.20.1083)

Error: Unable to lock texture

---------------------------
OK   
---------------------------


This should definitely be fixed, I think!
#916
No, AGS just doesn't allow structs within structs or any workarounds.

You can code your own plugins using C++ and use that feature or just do as I do and regularly fall to you knees in front of CJ and beg for this to be the next big feature! :)
#917
They have to be non-blocking because I also count the frames in that room and if that number is at 10 seconds (GetGameSpeed ( ) * 10), I draw a title card onto the room etc. I'm really sure there's no code in there that would stop a character from moving.
#918
I have the following problem:

I let a character walk around in a room. The room has no walkable area, it's a cutscene and I want precise movement, so I use the character.Walk command with eAnywhere. There are also two more characters following this one on the very same path. All characters are set to non-solid. The first character always stops for a few seconds in one spot of the screen.

Here's my room script, I use a simple waypoint system there to define paths as you can see:

Code: ags

int current_waypoint[3];

function room_FirstLoad()
{
	cFirst.Walk ( 120, 195, eNoBlock, eAnywhere );
	cSecond.Walk ( 120, 195, eNoBlock, eAnywhere );
	cThird.Walk ( 120, 195, eNoBlock, eAnywhere );
}

function room_RepExec()
{
	if ( current_waypoint[0] == 0 && cFirst.x > 115 )
	{
		cFirst.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[0] = 1;
	}
	if ( current_waypoint[1] == 0 && cSecond.x > 115 )
	{
		cSecond.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[1] = 1;
	}
	if ( current_waypoint[2] == 0 && cThird.x > 115 )
	{
		cThird.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[2] = 1;
	}
	
	if ( current_waypoint[0] == 1 && cFirst.x > 245 )
	{
		cFirst.Walk ( 130, 140, eNoBlock, eAnywhere );
		current_waypoint[0] = 2;
	}
	if ( current_waypoint[1] == 1 && cSecond.x > 245 )
	{
		cSecond.Walk ( 130, 140, eNoBlock, eAnywhere );
		current_waypoint[1] = 2;
	}
	if ( current_waypoint[2] == 1 && cThird.x > 245 )
	{
		cThird.Walk ( 130, 140, eNoBlock, eAnywhere );
		current_waypoint[2] = 2;
	}
}



Here's what I have tried:

Erasing the other two characters -> doesn't make a difference.
Checking differences between the characters -> there are NONE, even if I said cFirst and cThird for example to the EXACT SAME VIEW (so that ALL their properties except for the ID, even their starting location, are absolutely equal), cThird walks flawlessly, cFirst stops for a few seconds.

I'm out of ideas and starting to wonder whether this might a bug in AGS.

The main question is: what could make a lone character walking a room with eAnyways stop for a few moments anyway? I can't think of anything. Even when there is an EXACT copy of the character at same position at all times and he makes the walk perfectly. I've triple checked my code and it seems flawless as well.

Anybody see anything wrong?
#919
How about South Park, The Simpsons and Futurama then? You'll probably have to get used to them, especially South Park with the high-pitched voices but if you're looking for intelligence on television and aren't afraid of political content, then go ahead. You can watch Southpark for free (legally) on southparkstudios.com - it's the studio's page and they want as many people to see their content as possible. The Simpsons are of course classic, you must know them already. I find Futurama easier to get into as it features a way smaller cast (and less episodes) - it just depends on whether you "get" the humor or not. In any case, they are also filled with intelligent reflections on various things ranging from everyday life, over family situations to politics etc.

Another show I like (non-animated) is Malcolm in the Middle. Of course, it targets younger people and you will have to "ignore" parts of the story-line sometimes for being transparent and cliché and so on but it also features great ambiguity and acting.

There are more shows I like and might suggest but if these mentioned don't do anything for you then we don't share the same humor and I'd be wasting my time.
#920
Animated TV shows an option?
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