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 - Ethan D

#121
Critics' Lounge / Re: Writing issues
Wed 11/11/2009 02:42:39
Quote from: Mr Flibble on Wed 11/11/2009 00:25:25
If it's possible for you to change their personalities without altering the plot then there's another writing problem. Your characters should define the story. You couldn't take Oedipus and change his character to be less hubristic without changing the plot.

I don't know why I never thought about that...  I guess that changing how they act in certain situations would work better, for instance when they're eating dinner instead of having them seem uncaring/bored have a lively conversation and put some of their personality in what they say.  Now that I think of it a few of the moments in the game don't follow the personalities of the character's.  (Don't know why or how I did that... :-\)

Thanks for that comment!
#122
Critics' Lounge / Re: Writing issues
Tue 10/11/2009 23:49:48
Yeah, I see what you mean, I characterized most of the people in the game as boring rich people, and they behave accordingly except in a few instances of course.  I will probably  be changing the way the character's act quite a bit, at least most of them. 
#123
Critics' Lounge / Writing issues
Mon 09/11/2009 22:58:57
So, today I was going through all the comments and the.. three I think?... reviews that I have found for my game and since I'm working on a remake I am trying to solve all of the problems that people have mentioned. 

First off, I have figured out everything that I'm going to do to change things as far as art/interaction/puzzles/general design, etc,. 

The only critique that I am having trouble understanding is the various "Stale writing"/"Unrealistic dialog"/"Badly Written"/"Awkwardly told story" etc,.

Not to say I disagree with what has been said about my writing but I'm not sure what to change about it, if anyone has suggestions I would love to hear them.

I do think that I have improved my writing but if there is anything specific anyone has noticed about my writing then it would be GREATLY helpful.

I always appreciate all of your help! ;D

-Thanks!
#124
The Rumpus Room / Re: Happy Birthday Thread!
Mon 02/11/2009 17:43:27
Thanks, to be honest I didn't expect a happy birthday from here due to my lack of activity on the forums. :P

I didn't get that at first by the way. (I had no idea who the man in the second picture was.)  Points for creativity go to bicilotti.
#125
I'm not sure if AGS can change the transparancy of an object at different areas of the object itself but I think I have a solution that should work just fine.  I'm going to go ahead and use four objects for losing consciousness that I will fade in one after the other and fade out one after the other to get the effect, If done right it should work perfectly. 

This is a little bit more complicated than I had hoped it would be but oh well   :)
#126
Yeah, I suppose I should have mentioned it.  I went ahead and compromised, I'm don't think there is a way to change a prescripted function.
#127
Your absolutely right.
#128
Problem Solved!
#129
Quote from: TerranRich on Sun 25/10/2009 23:54:02
I would just use an all-black object the same size as your room, and fade that in and out (fade it in for the fade-out effect, and vice versa). That's how I'm doing it in my game. Especially using the Tween module. :)

Except when fading in and out objects by changing the transparancy value you get a blanket effect over the whole screen, I'm not entirely opposed to doing this but I would prefer to have the effect from from the outside of the screen inward.  Although, from the looks of it I may have to use an object as you said.

Still, does anybody know of a way to make something that is naturally a blocking script into a non blocking script.  

BTW: I am sorry, if it seems I am being picky... which I suppose I am.  I'm just going for a very specific effect.
#130
Wow, that looks like a nice module.  I wish I had known about it before I scripted fading in and out for eight different objects... oh well... 

Tint screen:

I don't think this one would get quite the right effect... I suppose I should have explained more.  It would be nice to be able to get the same fadeout that it does normally (Fading out from the edges inward.)  Tint screen would work I suppose but I don't think it would look that good.

Tween:

I don't see how the tween module (as useful as it looks) could apply to this problem unless if I missed a way that it can make fading out non blocking

#131
Alright,  I'm trying to figure out how to create a certain effect.  The effect is that a character is slowly losing conciousness.  I know that I could do a fade out and have it be slow but I would rather have it fade out a little bit then reverse then fade out more then reverse a little then finally fade to black.  I don't think there are any commands that can do anything like this though.  Any ideas?

Edit: I'm sure this would be possible if I could somehow make fadein and fadeout nonblocking scripts.....
#132
Before you click on the link to edit your game does it show that you can leave a comment?  If it doesn't it means that it isn't registering that your logged in and there is a link at the bottom that you can click on.  This has happened to me many times.  If you CAN leave a comment and still can't edit your game then I have no idea whats wrong.

EDIT:  I looked at your profile and it doesn't list you as having any games you have worked on.  This means that you didn't list yourself as the first developer.  Only the person who is listed first on the list is able to edit it without a password.
#133
well, the simplest thing I could think of was to just add a variable within the dialogue that gets called regardless of which choice is made and then have that variable checked in repeatedly execute to run the next chunk of the script and so on.  It works fine now.

Thanks for all the suggestions.
#134
I tried putting brackets around it to make it part of a subscript but it still ran at the end of everything

Edit:  I'm not sure how else I could accomplish that
#135
*Sigh* I had hoped I wouldn't have to post in this forum again, oh well.

In the AGS help it says that Dialog.Start() will run the dialog not where it is called but after the currently running script finishes.  I am using dialogs to add decisions into the game so the dialog has to run where it is called.  

I can think of one way to solve this which would be to have a variable within the dialog that when it is changed calls the next part of the script that it is interrupting.  While this would work, I do want to know if there is a way to get a dialog to run in the middle of script without having to add variables left and right.

-Thanks!



#136
Quote from: Scarab on Fri 16/10/2009 08:04:27
well, when it comes to beta time... you know who to call ;D

Scarab

Quote from: [ Arj0n ] on Mon 19/10/2009 10:45:07
Here's another one

Quote from: NsMn on Mon 19/10/2009 12:17:24
I shalt be part of ye beta testers three.

Wow, its nice to not have to post asking for testers.  I'll be sure to keep you all in mind when testing time rolls around.

#137
Quote from: Scarab on Thu 15/10/2009 14:33:42
When did you start working on the game? Just out of curiousity, and to guage an estimate of completion.

I started writing the story for this game the day that I released ANTR.  I have probably been scripting for a month maybe two though I can't be sure.  (Sorry for the terrible estimate) I'm quite a bit ahead of the art at this point so it will probably be finished around the time that all of the art is done, unless of course I get stuck on something.  I'm also going to be testing this one more carefully than the last cause I rushed through that step last time and missed quite a few bugs.
#138
Quote from: Snake on Wed 14/10/2009 15:35:47
Ethan, I know you've finished some more scripting and such, so you might as well go ahead and update your first post now that this is ready to go again :D

I did make some progress in scripting but at the same time I have added another feature to the game which will take significant scripting so while I was at probably 34-36% it is back down to around 30.  It'll be worth it though.
#139
I remember having problems with getting midi files to play.  For me I just had to open the sound mixer and there was one section that was set to zero.   Hope that helps.
#140
Quote from: NsMn on Wed 30/09/2009 12:59:14
Woah, I'm really Impressed. And looking forward to the game. Will there also be any chance that you do a remake of A Night To Remember?

I am working on remaking A Night to Remember, but I don't intend to announce any details for a while now. Obviously though, I will not be changing the plot for ANTR.
SMF spam blocked by CleanTalk