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

#641
Frankly, working on AGS projects has been hard and I've always got the smallest share in everything I've made a profit out of, but it's alright I guess. In the end it's all in good faith, I've learned lots, made a name out of myself. I still wish my bank account reflected it more. I've moved to different engines and projects, and grasped a tiny bit of programming in general via AGS.

Whatever.
#642
He probably puts a lot of effort creating it and appreciates you loving the shit out of it?
#643
Nightfable, i can tell you that you are totally not a noob. You were a lot active when i first joined the forum, so it's always nice to see you, even though you are on and off these past 7-8 years.
#644
1) Yasuo is a broken champ

2) The best formats to import sprites into AGS are anything but jpg. Jpg has artifacts and will make them damn artifacts appear in-game. I suggest png, as it also stores transparency values.

Generally can you provide more info on the sprites you imported and the room background image?
#645
If you change the room transition to instant, and change your files to either ogg or wav I'm confident the skip stops, I believe that's how we solved the issue on Primordia.

We did solve it, didn't we? :grin:
#646
If the gui is paused when shown, and you increase the mousetimer variable somewhere where when the gui is open the variable stays to 0 or to whatever value it had, your code will never get executed.

Try running the code which doesn't work the following way, tell me the output of the display function.

Code: ags

function btnPocketPC_OnDoubleClick(GUIControl *control, MouseButton button)
{
  gPocketPC.Visible = true;
}
function btnPocketPC_OnClick(GUIControl *control, MouseButton button)
{
// Double click
  Display("%d", mouseTimer); //for testing purposes.
  if (mouseTimer>0 && mouseTimer<14 && button == eMouseLeft)
  {
     btnPocketPC_OnDoubleClick(control,  button);
      return;
  }
  mouseTimer=0;



#647
Oh, so you know about this? You even know the uploader! I think this is the quintessential Ben304 game, this is where it all started. All the ideas we came to love in every Ben304 game, is here in some way or another.
#648
General Discussion / Re: SQL Database
Wed 09/04/2014 17:10:13
Would perhaps changing the connection string do the trick? I don't care much about security now, I just want to make the proof of concept, I am not going to be developing this in the process. So perhaps uploading the localdatabase file ton an ftp or something and then perhaps changing the connection string, will do the trick?
#649
General Discussion / SQL Database
Wed 09/04/2014 14:34:21
Yeah, well, I know this isn't the right place in the entire internet, but I am having troubles looking up in google, so perhaps i can be pointed to the righter direction.
I've always hated bothering with Sql databases, so I am quite unprofficient with them.

Now, I've created a dataset hosted currently locally (thus a local database) which contains various data and tables, which I access perfectly via a C# windows application, which handles the local database the way I intended. Now, what I want is to transport said database to the web, and hand out the application to people, and they all could use the win app to connect to the same database, hosted in a server.

How do I do that?
#651
Thanks for the nice words, I believe it was indeed a hard choice/dilemma between both pieces, and regardless of choice, it would feel unsatisfactory to the quality of both entries. Again congrats, was fun partecipating.
#652
The backgrounds look really good btw, regardless of the troll universe.
#653
Wow, amazing tune, Emont!!
#654
In my honest opinion, several of the awards felt redundant, for example Best Dialogue Writing and Best Original Story could be combined into one, Best Writing. It's weird to see a game winning the latter and losing the former, a game with a decent storyline or excellent dialogs should be judged for either and win the heart of a player. Writing involves many things like the setting and all the plot-wise mechanisms devised by the team of writers.

Secondly, Best Gameplay and Best Puzzles should be combined, the categorization currently splits genres and not games, and we already have an award for non-adventure games. Gemini Rue for example combining puzzles and shooting sequences, would win this award, whether it was two or one, imho. Best Gameplay should indicate how good a game feels, regardless of genre.

Best Short Story should remain, the same reason we have short movie awards.
The Best Background and Best Character Art, should be combined, even when someone puts emphasis on one of them, which I can't recall a game doing so, it's for artistic purposes, and combining the award would honor/celebrate that.

Concerning sound awards the lack of nominations on the best sound effects currently shows that nobody understands the award anymore, thus it should be combined to Music & Sound Effects, perhaps omitting Best Voice Work, as usually it's 2-3 games against each other and one of them is either commercial or of commercial value, and the difference is waaaaay too obvious.

My sincere thoughts.
#655
The Rumpus Room / Re: Icey games' thread
Sun 16/03/2014 07:54:43
If you could settle for less (even though that sounds like telling you to stop pursuing your dreams it's not), you could achieve them pretty much within a night.



This is amazingly good, your art has improved immensely, and knowing how you drew back then, when we all discouraged you in our ways, carry on, you have a weird way of achieving things, but perhaps it will work out for you.
#656
Well, Felicia Day once played Resonance, so super-jelly.
#657
Code: ags

bool put_toaster =false;
bool blank1 = false;
bool blank2 = false;
bool puzzle_toast = false;

function hHotspot8_UseInv()
{
cEgo.Walk(320, 150, eBlock);


if (player.ActiveInventory == iPapers || player.ActiveInventory == iIdentichip)
{ 
if (!put_toaster)
{
cEgo.Say(String.Format("Burn the %s in the toaster? OK, that could work...", player.ActiveInventory.Name));
cEgo.Say("...It's not getting hot enough, it's only browned them. Damn.");
}
else 
{
if (player.ActiveInventory == iPapers)
{ 
if (!blank1)
{
cEgo.Say("OK, I've crammed the papers into the toaster with the cotton wool.");
cEgo.Say("Now I just need my IDENTIchip card and we can be done with this dreadful business");
blank1 = true;
player.LoseInventory(iPapers);
}
else 
{
if (blank2)
{
cEgo.Say("OK, I've added the papers to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iPapers);
puzzle_toast = true;
}
}
}
else if (player.ActiveInventory == iIdentichip)
{
if (!blank2)
{
cEgo.Say("OK, I've crammed the card into the toaster with the cotton wool.");
cEgo.Say("Now I just need my personal papers and we can be done with this dreadful business");
blank2 = true;
player.LoseInventory(iIdentichip);
}
else 
{
if (blank1)
{
cEgo.Say("OK, I've added the card to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iIdentichip);
puzzle_toast = true;
}
}
}
}
else if (player.ActiveInventory == iCwool)
{ 
cEgo.Say("I've pressed it into the toaster. That should help to get some real heat going.");
put_toaster=true;
player.LoseInventory(iCwool);
}
}


You may not like my way, but after shaping your code a bit towards my liking, it's apparent that you are missing interactions. I may have missed a bracket or made a parsing error.
#658
I remember coding this, I don't remember what it triggers frankly, but I'm glad it's there. I informed the guy who actually wrote this easter egg, Mark Yohalem, about this, I'm sure he'll be delighted to know.
#659
I know it's a judgment call, of course it is, just for some weird reason, I always preferred to use GUIs, and I found myself surprised to see everyone(the majority at least) is using rooms. That's all. I found the fact that I can close a UI and not reallign the room as it were, easier than actually doing so.
#660
Under Windows 8 currently, and under Windows 7 (proffessional I believe), I always saw that line correctly.
SMF spam blocked by CleanTalk