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Messages - Ghost

#1021
My idea wasn't as good as it seemed at first glance, so I terminated the project and had a beef sandwich instead. :-[
#1022
Quote from: WHAM on Sun 24/11/2013 19:43:20
The cow moos.

Ponch, your department! WHAT do we do with a live cow?
#1023
*sigh*
... google "Micheal Mann"...

Oh!

;-D
#1024
He knew he'd get the money. Perkins always made a point of showing off his power, but he had that odd sense of honour and Gerald could usually talk the man into yet another favour. And yet he felt nervous as he was ushered into the bar's back room. He'd hardly glanced at the dancers but had quietly checked the guests. No hitmen, no hired guns. Tables stood wide apart tonight, to allow the girls to be better seen. If shit hit the windmill he'd be able to make a dash for the door. Or a window, whatever was closer and, preferably, not closed.
The bouncer gave him a knowing smile. They'd seen each other a couple of times now, and the man apparently tried to work up his way into the small circle of Perkins' most trusted guards. Gerald knew he had a good punch, that had to be said.
The Green Door slid open. Gerald gave the bouncer a nod and walked into a small, dimly lit room. He also walked into a wall of smoke and fumes. Cigars and good, old whiskey. Ah. Gerald knew he'd get his money.
A round table, Perkins right at the top, bald head gleaming, gold teeth glisteing in the sickly yellow light. His chums around him. Half a dozen men, cheap suits and boring hats. All of them smoking.
  "Gerald! What a pleasure to see you here! And joost the rite time!", Perkins droned, voice thick with alcohol.
Gerald saw gow things would go, and forced himself to smile. He could relax. This would be easy. He would not need the gun. All he'd need was a little kiss from Lady Luck. He ran his hands over his sleeves, apparently to straighten them, but mostly to make sure the two aces would not accidentally appear... to early.
He was good with cards, if he had those aces. He hated his skill. His reputation had started the whole mess. But wouldn't it be... fitting, to get the money to run away from a man... from the man himself?
Gerald smiled. Perkins smiled back.
#1025
Critics' Lounge / Re: OSD 3D attempt
Sun 24/11/2013 06:31:15
Quote from: jwalt on Sun 24/11/2013 00:57:58
This was an attempt at the body for the Piratess in OSD3.

Now I'd love to see Oceanspirit Denise and Whoohoo-Partner Rei!

Come on jWalt! DO IT!!!!!
#1026
I see that style working well with a character who has irregular outlines. As in, the outline visibly *wobbles*, like in some old-ish cartoons.

#1027
Quote from: gaarias on Sun 24/11/2013 03:00:22
Anyways I tried the Casper game, that was cool also! I mislooked it at the time because of those strange graphics.

Ah, spend a while here and you will start seeking out games because of the strange graphics.
#1028
Quote from: Tabata on Sun 24/11/2013 00:03:39
And Laura Shigihara singing the main song "Everything's Alright" is ... [IMG]http://www.smileyvault.com/albums/userpics/12962/good-sigh.gif

Instant awesome, just add Laura (nod) . True, that *is* a game to recommend.
#1029
+1 on Cross Stitch Casper. That is a game that's really touching at times, especially if you find a certain "hidden scene".

Featherweights had some really thoughtful moments, too. You know, where you have your hand on the mouse and wanted to click at something and then suddenly your brain catches up with the text? Yes, sort of like that.

And then CartLife; several storylines there really deal with bottom-feeders who have a hard life; it may not be a "sad game" but one where you care for the characters, often a lot.

Quote from: gaarias on Sat 23/11/2013 21:58:26
I have no mouth and I must scream. I remember playing this when it came out. I read the short story aswell; it captures very well the ambiance of the text. Gorrister story is kool
I feel the short story works better at showing the tragic fates and generally depressing setting. The game (in comparison) was quite heavy-handed and had a *lot* of fridge logic backfiring at you. Still worth playing, though; the concept is unique.
#1030
Completed Game Announcements / Re: Time Stone
Sat 23/11/2013 16:09:19
Quote from: Tenacious Stu on Fri 15/11/2013 18:54:13
@Ghost
Did you play and love the hell out of it?

I did play and enjoy it a lot. I think I did, by now, love at least a fiendishly large inner circle of the Inferno out of it, too!

No really, lovely, yet cruelly short. Sequel plz?
#1031
Critics' Lounge / Re: OSD 3D attempt
Fri 22/11/2013 13:34:15
Quote from: CaptainD on Fri 22/11/2013 12:53:29
Add a Square Enix logo to his t-shirt and then it will be perfect. :P

But... the whole guy IS a square!!!! :=

I'd call it so bad it's awesome, but  this is meant in a good way.

Goddamn. The hair. That HAIR!!!
#1032
Voted, this looks neat indeed! Best of luck with the greenlighting (nod)
#1033
Funfact: There's also Resonantium, a rare element that is exclusively used to make trophies NO-ONE can carry. (laugh)
#1034
The Rumpus Room / Re: Happy Birthday Thread!
Fri 22/11/2013 00:59:44
Yay Andail! How come all the birthdays are so close to xMas? Did you guys lose a bet or something?
#1035
*busy clicking a cookie*
#1036
Quote from: Knox on Thu 21/11/2013 15:13:28
what do you mean by "nodes"?

"Nodes" as certain points in the story. The start would be a node, the hero meeting his mentor another one. The idea is that between nodes a lot of puzzles can happen, even non-linear stuff, but once you arrive at the next node you know what inventory the character has, what he learned, and so on. A safe point in the story where you as the designer can change things knowing that the player will be able to make progress now.

Technically, whenever a cool cutscene in MI2 took place, you had hit a node (nod)
#1037
GUI event handlers need to be in the global script- but nothing stops you from putting the actual functions that are called into a separate one.
#1038
Quote from: monkey_05_06 on Thu 21/11/2013 08:34:18
I was about to recommend using a finite state machine,

Funny you say that, I was about to mention that module myself (laugh). But yes, for a linear progress through states, it would be a bit too much.
#1039
You already name the two options- you should base your choice on the amount of changes to the room and the overall complexity.

Using several rooms will give you more control and "cleaner" (more readable) code. If there are many objects and hotspots that differ between room states, this is probably the better way, because you won't have to enter several responses to many interactive elements. Dublication is inefficient, yes, but sometimes it still worke best.

Using one room will keep everything nicely on one script. If there are few objects, and some of them remain the same between room changes, I'd prefer this option.

I suggest you create an enum of "states" to use in your script, though: This is better than just using a number- instead of
if (story_state == 1)
you can then use
if (story_state == eEnterWithFriend)
That really helps to keep things readable.

I had a somewhat similar situation in a game of mine where one object in a room would change often and significantly depending on the player's actions, and the object had separate parts that would also change- it was messy. I eventually made an enum of states, but kept the object in "one room", where is turned into a spaghetti code monster. Using "nodes" and an enum to keep track of them helped a bit.
#1040
Quote from: miguel on Thu 21/11/2013 00:42:31
> Summon next audience;

+1.

But I think that shadowy traveller is important. He did not really seem "evil", but... still. I am curious what "object" we will get.

WHAM, how does game time work, actually? Can we "see" it? Is there a clock or something that tells us how much time passes between turns?
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