Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dualnames

#541
Quote"Hello! I remember when you were new to the AGS scene,"

PLEASE DON'T TELL THEM ANYTHING. I'm trying to forget myself! ^_^
#542
BUMP? THIS IS THE NECROPOST OF NECROPOSTS. I felt a great disturbance. Regardless, wonderful to see you around, Matt.
#543
Completed Game Announcements / Re: Providence
Tue 13/01/2015 20:09:06
Played the game and finished, the interface has some exploits, aka the mouse can still be moved over dialogs, and it would be nice to have left and right work on some steps, but besides that the game is pretty well animated and well done. Like the music, like the UIs, like the plot. 5/5, really worth playing this.
#544
I didn't know you were Italian, thanks for the write-up.
#545
Also concerning this whole sensitivity issue, why are we not using "void set_mouse_speed(int xspeed, int yspeed);" from Allegro?
#546
Should I upload the game to point out what I'm saying?
#547
Unfortunately the issue remains, try making a circle or a rectangle with your mouse, better yet try to follow a rectangle or a circle, and see that it will jump around. :(
#548
Right so I basically took a c++ script and moded it to AGS. The issue is that on higher sensitivites the movement is weird, it doesn't jitter in any value of sensitivity, but the movement appears to be "laggy" even though the game runs at 40 fps constant. However increasing the fps to 60 by using SetGameSpeed seems to fix the lag yet there are, regardless of game speed, some weird unexpected jumps. Any ways to make this better?  I really don't wanna re-arrange the entire game at 60fps.

Code: ags

float sensitivity = 2.0;

float ox;
float oy;

function repeatedly_execute_always()
{

   if(mouse.x != FloatToInt(ox, eRoundNearest) || mouse.y != FloatToInt(oy, eRoundNearest))
   {
    // Mouse has moved
    // Work out the mouse movementinteger    
    if (Game.DoOnceOnly("set_fx"))
    {
      ox= IntToFloat(mouse.x);
      oy= IntToFloat(mouse.y);
      mouse.Visible=false;
      return;
    }    
    float x = IntToFloat(mouse.x);
    float y = IntToFloat(mouse.y);    
    float nx = ox + ((x - ox) * sensitivity);
    float ny = oy + ((y - oy) * sensitivity);
    
     Mouse.SetPosition(FloatToInt(nx, eRoundNearest), FloatToInt(ny, eRoundNearest));
     mouse.Update();
 
     bmouse.Visible=true;
     bmouse.NormalGraphic = mouse.GetModeGraphic(mouse.Mode);
     bmouse.SetPosition(mouse.x, mouse.y);
     // Set old location ready for next time
     ox = nx;
     oy = ny;    
  }  
  
  
  game.debug_mode = true;
  Debug(4, 1);

  
}
#549
Not really. The horizontal space between the letters is still small in this font as well.
#550
Is there a way I can ask for a way to force the mouse inside the boundaries of the window when in windowed?
#551
This is why fullscreen is suggested, frankly, this is the biggest reason I'm moving away from AGS with this.
#552
It's okay guys, thanks for the feedback so far, I did say countless times I got accustomed to this a lot, so it's hard for me to gauge on difficulty. We're working on the faults of this.
#553
Probably, Andrea is trolling you all.
#554
Btw sounds with lesser duration than 200 ms will not play.
#555
Quote from: miguel on Fri 02/01/2015 16:22:51
QuoteAprilSkies, you are the man!
Yeah, right.

Fantastic game guys, congrats!

Spoiler
The sound does stutter a lot when I die and restart, it affects gameplay. My PC is pretty old, so I guess that's the reason.
[close]


Try and press Esc and disable super graphic effects, that should fix it. And thanks a lot guys! The learning curve is indeed terribly steep at the moment. Me and Andrea have become terribly good at this, and it's harder for us to understand things. One suggestion that makes the controls easier, is to follow the character's position with ur mouse, so when you jump you do that, that will ensure that when the landing occurs, you'll be stationary. Anyhow, this is but an adventure game forum after all.

If anyone from the forums reaches the end, do let me know.
#556
And here's mine and AprilSkies's



UNTIL I HAVE YOU
#557

Introduction:

Until I Have You, is a story driven, fast paced, retro aesthetic platformer. Sporting a weird interface, it's a game based on player skill, the better you are at it, the more impressive you can be. While you'll end up dying an awful lot, I hope you do march on, and beat this. It may be weird at first, but I find it challenging rather than annoying. This is only a taste of more to come.





Team:
- James Spanos (Dualnames): Coding, Design, Music
- Andrea Ferrara (AprilSkies): Artwork, Animation, Design
- Dave Seaman (CaptainD): Sound Effects
- aikex222, Jim Reed, Mandle, selmiak, Ghost: Beta Testing



Features:
- Cyberpunk Theme
- 8-bit Sound Effects
- Chiptunish Music
- Supposedly Innovative Controls
- 8 Levels To Beat
- Boss Fights
- Cinematic Scenes
- Slow Motion
- Parallax





DOWNLOAD by CLICKING HERE






Most likely to see a lot :P

Epilogue:

Alright, while I refrained from using the lighting engine on this, even though I started production of the lighting engine on November 29th, this was created entirely from 9th of December till 1st of January. Originally craving an idea to create a videogame that features Boss fights for the past 2 months, and finally doing so feels incredibly nice. Grim told me when I released Go North, a joke game, in a disappointing manner, that he was actually expecting that it was a game, I actually put effort into. Game design has been something I gave up to about a year ago, and slowly getting to write more stuff about videogames, I forced myself into game design as well. And this is what I've come up with, and while I'm seriously thinking of taking this places, perhaps AGS isn't even the proper engine for this, I do hope you enjoy this small portion of a game, which works more like a demo/prototype.
#559
Not to be the dick, but please do so, otherwise, I'm going to lock this, same thing happened to the lua topic. If you have the files and send them over to me, I can host them both on my agser.me account and my personal hosting at primordia-game.com which i've paid for a couple of time.
#560
I played it! I even told you so!
SMF spam blocked by CleanTalk