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Messages - GarageGothic

#2201
I hope the SHOCK TEASER isn't about Blackwell Legacy, that not enough people have voted because it's commercial - though it would be understandable since the demo wasn't out until the end of January. But it could be any of the commercial games - how many people have even purchased Super Jazz Man yet?
#2202
As far as I know, the return command will always back out of the entire function being run at the moment. I'd love it if you could just use it to "skip out" of the current set of brackets, but I don't think it's possible.

As for the second problem, it sounds more like the code which checks the GlobalInts and resets the target on room entry isn't being run properly. I don't think it's related to the code you pasted here.

Thirdly, if you remove the "return"s, you should insert some "else if"s instead of the lower "if"s - without having looked over the code, it could be possible that multiple conditionals be true at the same time.
#2203
Since SCI fonts, which are prefered for lo-res, don't support accented characters, you may want to experiment with using the font editor (http://www.tdrdesign.net/downloads/fontedit.exe) to replace unused characters such as # [ ] < > } { etc. with accented vowels.

You can do your translation normally, and then when you're finished with the translation file, do a search-and-replace to insert those symbols instead of the accented characters.
#2204
I hope this is a bit more helpful to your problem than Nacho's reply :)

SCI fonts only support the basic characters, but pretty much any TTF font support the accented characters - Verdana works pretty well in games, though it may be hard to read if the game is 320x200.
#2205
Wikipedia sums it up: http://en.wikipedia.org/wiki/Scratchware

I think the replayability criterium isn't too compatible with the adventure genre, but nevertheless I do consider an original and cheap game like The Shivah scratchware (it's even distributed by Manifesto Games - but then, so is Dreamfall).

Essentially, the scratchware manifesto is a bunch of disgruntled game developers claiming the already existing and prospering phenomenon of shareware games as their own revolution. I'm so sick of this "people who want to make money are evil" rhetoric. Sure, EA puts out loads of crap games, but they're not forcing you to buy them. But for every EA and Ubisoft there is a Rockstar or a Bethesda Softworks. I didn't wait around twenty years for PC technology to develop, so I could play Bejeweled. And although I love a game of Armadillo Run once in a while, at 20$ I'm surely getting more gameplay for my money by investing twice that much in a GTA: San Andreas or Oblivion.

I applaud the idea that innovative games can and should be made by amateurs, but I'm not holding my breath waiting for the revolution.
#2206
Interesting graphic style. What is the interface like?

But the title does sound strangely like the "nice twin" of Kinky Island.
#2207
It's not very advanced really. But if you want the bullet holes to stay, you can either keep the DynamicSprite in memory, OR store the x and y coordinates of the bullet holes in a struct and recreate the sprite on player_enters_room.
#2208
No, since you're drawing them to the actual sprite which you use as an object, they would be on top of that object.
#2209
I think it would be best to use RawDraw. If the object indeed has to be an object and can't be part of the background, you can use DynamicSprites to create a bullet riddled version of the object sprite.

1) RawClearScreen with RGB(255, 0, 255);
2) RawDraw the object to the background (this can be an already modified sprite that you are adding more holes to)
3) RawDraw bullet hole sprites on top of the RawDrawn object
4) Create the new sprite for the object using DynamicSprite.CreateFromBackground and supplying the coordinates/size of the object.
5) Assign the DynamicSprite to the object
6) RawRestoreScreen

If you DO need to apply them as a character, for some reason or another, this technique could just as well be used to create the graphic for that character to be overlaid the object.
#2210
Quote from: MrColossal on Sun 21/01/2007 16:10:35
my favorite title was by SSH I believe...
6 Days A Sassin'

Stealing my material, eh?  ;D

As for the first letter looking like a C, I do agree, but why break the "X Days a S..." formula? If it is indeed an S, the lower part is below the rest of the line, and thinner than the top part of the S.
#2211
The blurred text could read "6 Days a Sacrifice". Before Yahtzee posted the title screen shots I thought it might be "6 Days a Scion".
#2212
Quote from: Julie on Wed 17/01/2007 07:46:19You need to start a newsletter for when you complete new games!!!

You mean like the email notification you can sign up for at his website?
#2213
Are the GUIs set to pop-up or normal mode? Pop-up GUIs always pause the game, so set them to normal.
#2214
This is going to take a lot of getting used to. But so far I like it. Especially being able to have multiple scripts open at the same time is something I've really missed before.

Is there any way (a hotkey or something) to "replace" a tab instead of opening a new ones all the time? Closing the old ones first seem a bit of a pain.
#2215
Probably the easiest would be to draw the using RawDraw, but unless you also draw characters with RawDraw, the bullet would never be able to go in front of the characters. If the dimension of depth is important you may also consider using characters for the bullets, so you didn't have to waste room objects. Then you could even use the pixel-perfect collision detect module to detect hits.
#2216
Good idea, monkey. I wouldn't do that myself, since I hate external data files that users can mess with. But depending on the game it might work.

Only problem could be that the most recent change to the screen would be present even when loading an older savegame (unless you have as many saved pictures as there are save slots). Also, maybe you don't even have to save the full screen but only a smaller area, which could save harddrive space.
#2217
1) You could do a DynamicSprite.CreateFromBackground on room-exit to store the background and then RawDraw that sprite on room-entry. It would be kept in the memory until you no longer need it, but unless you do it for multiple rooms  and at a high resolution, this shouldn't be a problem (all savegames will be a lot bigger though, since the background also need to be saved).

2) No, RawDraw doesn't take walkbehinds into consideration. An alternative could be to create the walkbehind foreground as objects in the room, or just RawDraw a sprite of the foreground on top of the (edited) background every frame.
#2218
Too bad. To be honest, I think the first option would look a lot better, plus it's actually possible to implement. But if you're that set on emulating FoA, I guess you just have to wait around for CJ to implement your request.
#2219
How did they do it in FoA, would there still be a horizontal line in-between lines of text belonging to the same option? I mean like this:

Quote
______________________

1. This is the first line
______________________

2. This is the second line
     which is slightly longer
______________________

3. And this is the third line
______________________


OR

Quote
______________________

1. This is the first line
______________________

2. This is the second line
______________________

     which is slightly longer
______________________

3. And this is the third line
______________________


Because unless you use a custom dialog system, you're going to get the second case, which looks a bit weird to me.

EDIT: I just had an idea  - forget about changing the linespacing - if you know which cases the dialog will linebreak, why not make custom backgrounds for these few situations? This could either be premade, and then changed through the dialog run-script, which is probably easiest. If you could structure the options so it would always be the same option number that was too long, you might be able to do it with just one custom GUI background. OR you could RawDraw them on the fly for flexibility.
#2220
If I remember correctly, the problem was that the options didn't align to the lines drawn on your GUI background. Easy solution? Just get rid of the bloody lines. I promise, nobody will miss them. :)

Other workarounds include using a custom dialog system (there's the scrolling dialog module, or you could script your own in a few hours), but that's hardly worth the effort just for the line spacing. My best advice is still to just shorten the dialog lines, unless you're making a Longest Journey fan game. Didn't even the insult swordfighting lines from MI manage to fit in a single line?
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