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Messages - GarageGothic

#2501
Not having tested this, it may require a few changes to work:

Code: ags

function RemoveTextItem(String nameofentry) {
   int index;
   while (index < lstQuests.ItemCount) {
      if (lstQuests.Items[index].CompareTo(nameofentry) == 0) lstQuests.RemoveItem(index);
      else index++;
      }
   }
#2502
Quote from: Radiant on Thu 13/04/2006 18:20:22Put this in place of the current "if (detectobject == White) { collide = true }". Rather than checking for (collide == false) during every single iteration of the while loop, it would be easier to simply set detectx and detecty to ludicrous values when you find a collision, as this will automatically ensure you'll break out of the loop.

Ah yes, now I see your point.

Edit: Now implemented
#2503
Thank you so much for allowing us to skip the intro. In the old version that almost killed my desire to try again after dying.

Edit: Just completed the demo again (only 100/100 this time) and didn't find a single bug. Great work.
#2504
Quote from: Radiant on Thu 13/04/2006 13:59:39(1) if (detectobject == oWhite) {collide = true;  detectx = 9999; detecty = 9999; }

Not sure where you mean to put this?

Quote(2) creating a local value to store Game.SpriteWidth[oWhite.Graphic] and Game.SpriteHeight[oWhite.Graphic]

Implemented this. Not sure if the SpriteHeight and SpriteWidth commands are actually slow.
#2505
Ok, I did this quick script as an attempt to check collision using pixel perfect click detection. It seems to work ok, but slow when using big objects:

Code: ags

 // script for Room: Repeatedly execute

  if (oWhite.IsCollidingWithObject(oBlue)) {
    int detectx = oWhite.X;
    int detecty;
    bool collide;
    int whitewidth = Game.SpriteWidth[oWhite.Graphic];
    int whiteheight = Game.SpriteHeight[oWhite.Graphic];
		while (detectx <= oWhite.X + whitewidth) {		  
		  detecty = oWhite.Y - whiteheight;
			while (detecty <= oWhite.Y) {
				if (Object.GetAtScreenXY(detectx, detecty) == oBlue) {
					oBlue.Visible = false;
					Object* detectobject = Object.GetAtScreenXY(detectx, detecty);
					oBlue.Visible = true;
					if (detectobject == oWhite) {
                                                detectx = 999999; //to end while loop
                                                detecty = 999999; //to end while loop
						collide = true; 		  
						}
					   }
				detecty++;
				}
			detectx++;  
			}
		if (collide == true) collideoverlay = Overlay.CreateTextual(100, 100, 100, 1, 5, "Collided");
		else collideoverlay = Overlay.CreateTextual(100, 100, 100, 1, 7, "DIDN'T Collide");
	}
}


Download for tiny demo added: http://s49.yousendit.com/d.aspx?id=15EVX432X7M9B12KWJWSFQ101I
(it's the blue and the white shapes that are colliding. Roger is just standing around like a dumbass)

Edit: Although I haven't tried, this shouldn't suffer much of a slow down in hi-res, since it only checks for collision within a 320x200 grid anyway as Gilbot said. You can also speed it up even further by lowering the collision resolution to 160x100 (by adding 2 instead of 1 to detectx and detecty). Further optimization could involve starting the collision check from whatever side of the sprite the other sprite is located.

Edit 2: Updated the code with some of Radiant's optimization suggestions.
#2506
Quote from: Afflict on Thu 13/04/2006 07:43:03
Spoiler
maybe just say its not unlocked yet or sumthing
[close]

Yes, this is what I mean. However, I DO find it inconsistent that for all other doors you only have to click the key on the door itself rather than the lock.
#2507
Quote from: cjhrules on Thu 13/04/2006 00:47:55I cant find that bug. What did you do?

I just finished it again with a 100/100. Since I still have to watch the bloody intro every time I restart the game, I won't test again tonight. The only thing I can think could have caused it is plugging and unplugging the radio wire multiple times.

Edit: BTW, when you try to open the locker at the castle, Indy will just say he can't open it. This is unfortunate since the player is likely to try this before noticing the lock (at which point Indy will already be in front of the locker, so the player will have to pixel hunt for the lock).
#2508
Critics' Lounge / Re: Help with Background
Wed 12/04/2006 23:04:04
I tried changing the resolution of the screen with bilinear resizing, and in my opinion it looks even better like that.
But you do realize that very few of the signs will be readable after scaling?

Edit: One suggestion. Try skewing the arrow sign so that it points slightly upwards. Currently it's too parallel to the stripes in the flag behind it.
#2509
Please make the credits/intro skippable, or let the player continue from where he died instead of just quitting the game.

Edit: Some feedback on the actual demo.

I'm looking forward to the game now even more so than I did before. You captured the feel of the original game very well. And the new graphics don't seem out of place at all. I hope we'll get a chance to actually move around the train in the finished game though. That seemed like a cool location.

There are a number of technical and design issues though. See below.

1) 'Trunck' is misspelled. It should be 'Trunk'

2) It is possible to use F5 to open the menu during a fistfight, but you don't have a cursor, and it's impossible to get rid of it again.

3) You get the technician's uniform after beating up or fooling the guard at the airport. This doesn't seem to make sense?

4) With this in your inventory, if you try to pick up the uniform inside the guard house, Indy says he's not sure if he needs it. Do you look at it however, he will take it.

5) Why can't Indy just walk around or under the bar at the airport after beating the guard? It's not like he needs the car to go the last few meters.

6) The footstep sounds do seem a bit loud. But this is a matter of personal preference.

Edit 2: Just got 110/100 points!
#2510
Critics' Lounge / Re: Help with Background
Wed 12/04/2006 14:40:35
Holy crap, is this a Ghostbusters game? The composition looks good. Maybe you should tone down the black shadow on the left side (and add a couple of bricks to suggest the texture of the wall itself). You're right that the mailbox is huge, especially compared to the fire hydrant and the trashcan.

As for other items to put in, may I suggest a phone booth and some of those newspaper vending machines that they use in North America. Also, you could add a fire escape for some more detail on the wall to the left.

Great work!

Edit: With the sun behind and to the right of the building like that, the facade should be darker than the side facing the street. Also, I would suggest drawing the text by hand instead of using a text tool. The Highway 180 and the "Hook & Ladder" signs look a bit out of place. Perhaps the picture below is a better reference than the one you're using since the sign reads slightly different in real life:

http://level11.org/nyc/city/image.php?i=ghostbusters02.jpg
#2511
AGS Games in Production / Re: I See You
Tue 11/04/2006 23:15:50
I love the style of your graphics (this is NOT being sarcastic, if you stick to this style it will be a very unique experience). I have two questions though:

1) That thing to the left of the couch looks like a hammer. If so, is it an inventory item? It seems rather large, but that's one way to avoid pixel hunting.

2) How does Tom get through doors wearing that hat? Perhaps an animation of him taking it off for room transitions would be in place.
#2512
General Discussion / Re: Video editing voes
Tue 11/04/2006 20:40:50


Not sure if it is helpful, but I found this at:
http://forum.digital-digest.com/archive/index.php/t-51777.html

"Change the fourCC code of the XviD file to "DIVX" instead of "XVID""
#2513
SetBackgroundFrame(int frame) should do the trick.
#2514
Quote from: Pumaman on Tue 11/04/2006 18:26:57I wonder if some graphics cards report that they support the feature, but actually don't...

My laptop has a ATI Mobility Radeon 9700 Pro video card. It does support gamma settings trough the desktop properties and in other games, but of course it could have an Allegro/DirectDraw incompability of some kind.

Edit: Neither positive nor negative values have any visible effect. Not even 0.
#2515
Quote from: Pumaman on Sat 14/01/2006 22:47:30* Added System.Gamma and SupportsGammaControl

Awesome! No more worries about screens being too dark. Let's hope that everyone starts implementing this function. Thanks, CJ.

Edit: Except for one small thing - it doesn't seem to work! I put this code into my room script enter room after fadein interaction:

Code: ags
if (System.SupportsGammaControl) {
		Wait(200);
		System.Gamma = 10;
		}


And I didn't see any difference at all on the screen once the blocking period ended. I'm doing this on my laptop, so I wonder if the gamma only works on CRT screens - but that would be very strange. The game is 32 bit, I'm running in full screen mode, and the System.SupportsGammaControl must return as True since the Wait(200) command does run.
#2516
Quote from: Grundislav on Mon 03/04/2006 23:36:50
Believe it or not, I have an excuse as to why the police allowed Ben to be so "hands-on" and also why the widow didn't really question his ethnicity.  Some might view it as a convenient cop-out, but I can assure you I had it in mind from before.  It will be explained later in the series. (Like so many other things, including the one question I'm still surprised nobody has asked).

Does this mean a Monkey Island 2 ending?
#2517
Quote from: lspace on Mon 03/04/2006 20:57:28
Just finished the game and enjoyed it immensely.  Well done.  And thank you for making it.  I do have question.  Will this game have a name other than Case 5?  All the previous games had an additional title.

It already does, on the title screen it says "Land of the Rising Dead".
#2518
Hints & Tips / Re: Ben Jordan 5
Mon 03/04/2006 01:06:42
Quote from: Rosie on Mon 03/04/2006 01:03:54
Spoiler
I have to go look again.....Darn I didnt see anyone  Just two men in the lab and that guy in the window who takes care of the evidence.  And I talked to all of them..... Ok I will look
dont go away........
[close]

Spoiler
He means inspector Yoshi who should be in his office
[close]
#2519
Hints & Tips / Re: Ben Jordan 5
Sun 02/04/2006 22:58:38
Quote from: Artphreak on Sun 02/04/2006 22:54:07
I am also stuck on day five:
Spoiler
I have the photos of my zombie attack which i assume I should show to the inspectobut he is not in his office. I have already eaten everything at the restaurant and gotten the fish-gave it to the crime lab, matched the toxin and the fingerprints. I cannot go to Yamamato's bldg or do anything now, any ideas?
[close]

Spoiler
Try showing them to Simon instead
[close]
#2520
Hints & Tips / Re: Ben Jordan 5
Sun 02/04/2006 22:40:25
Spoiler
Have you noticed that you can through the curtain in the back of the restaurant?
[close]
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