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Messages - Ghost

#1181
It's pretty hot here right now. Get rid of the beard, bic!  (laugh)

I want to wish you all a great time. I'm sad as hell that I can't come, but hopefully this won't be the last Mittens. When you're in town drink a beer in my name and please, everyone, go and try a Currywurst or, if you are feeling adventurous, a Taxiteller. They are tasty!
#1182
I'd like to partake. Unfortunately it's so hot here that after an hour my PC shuts down in self-defence  (laugh)
#1183
Thanks to all the voters, runner-uppers and internet-havers! I shall treasure this!

Order of the Maggot, too! I never *knew* hoow to ge that title!
#1184
Quote from: ThreeOhFour on Mon 29/07/2013 11:43:06
That's a nice idea. Perhaps a character concept for a video game, even.

I LIIKE the sound of that! Colour me interested!
#1185
Quote from: AGA on Mon 22/07/2013 23:40:59
I feel like a phony.  All you lot are buying indie games, while I seem to have bought nothing but AAA titles (and a few Wadjet Eye Games...)

Nah, Wadjet is still indie. You're safe and sound!
#1186
Quote from: qptain Nemo on Sat 20/07/2013 04:35:34
System Shock 2 - it's on my backlog, so what the hell.

You're in for a great game.  (nod)
#1187
Quote from: LimpingFish on Fri 19/07/2013 23:54:20
Anyhoo, today I bought Monaco and Trials Evolution, both at 50% off. Not as cheap as I would have hoped, but I doubt they'll go any cheaper.

Ya, according to some FAQs once a game hits a flash sale that is as cheap as it gets. I'm curious about the "encore" sale.

I imagine the internet equivalent of a shoe store with a "Buy one pair, get one free, plus a trading card and a muffin if you buy a second pair, which will get you yet another one free but no donuts" advertisement, a couple of really scared clerks, and rioting shoe-fans with shotguns.
Nosferatu would be there too, gently hitting the manager with his coffin until he gets that extra 2% off.
#1188
You had me at knasty Knights. Very well done little game, and a whacky premise.
#1189
Quote from: Scarab on Fri 19/07/2013 10:03:26
Code: AGS
object[ID].SetPosition(x ,y); // or any other object function
It uses the object of that ID number in whatever room you're currently in, no matter what script it's put in.
[/quote]

I'd like to avoid that. As CW said there is a lot of potential for errors there. Object names would be preferred. Still, with the array in place the whole thing is a good deal tidier. If that's all that can be done I won't complain!
#1190
Quote from: CaptainD on Thu 18/07/2013 21:36:48
Why on earth has no-one produced it before?

Dude! http://www.virtual-bubblewrap.com/popnow.shtml

But cool to see it done in AGS, got a good laugh out of it.

An "insane mode" would be fun too: http://www.virtual-bubblewrap.com/popnow-insane.shtml

Also need to get some real bubble wrap tomorrow.
#1191
See, that's what I mean. Array, of course! Cleaned up things a lot already, thanks!

Still three places where map-related code is stored, though. Is there no workaround to getting an object reference from a script outside the room script?
#1192
I should take SurgeonSim into consideration. Looks wonderfully sick ;)
I also dug up Children of the Nile (2,79) and the Alexandria expansion (0.79) ... good classic city building fun from the guys that made Pharaoh.
Yes, I am that old.

Also, congrats on Torchlight2. Good fun, that one, and the last boxed game I bought so far.
#1193
I have recently finished a rather elaborate "world map" for a GiP, and while it works the way I want it to work, it includes two designer sins- code being distributed over several scripts, and quite a bit of repetitive code. Maybe someone has a better idea, or some general pointers- I can script alright but sometimes I have a hard time finding an efficient (but more obscure) solution  :)

First things first, the player aquires a map that can be used to fast-travel between locations. The map is initially almost empty but fills up during the game when new locations are pointed out by other characters.

Locations are represented by graphics that overlay the world map's "city grid". I am using objects placed within the worldmap room. Since these graphics are of irregular shape and often overlap, I am not using them for mouse click detection.
Instead I have a separate GUI with small "marker" buttons, small enough to never overlap. There is one button corresponding to one map "spot" object. I even created them in the same order, so that button[1] is the marker for object[1].

To unlock map locations, I wrote a function in GlobalScript and imported it so that its accessible from anywhere in the game. There is also a matching "lock" function. I included an enum with entries for all map locations which I pass as a parameter to make the code more readable:

Code: AGS

function UnlockMapSpot(MapSpots ms)
{
  if (ms == eMsLemonadeFactory) 		
  { 
    gvMapSpot01Unlocked = true; 
  }
  ...
}


And here is where I am sure that things could be done more efficiently. Since you can only acess objects by name while in their room script file, I use global variables to keep track of everything, and that means I have the map room process a lot of stuff each time it is entered.

The "unlock function" only sets the global variable.
The worldmap room script checks the global variables, and makes objects and buttons visible according to that global variable's state.

This all works. It's not even too complicated, and the constant updates are necessary, too, because map spots can also vanish from the map. Still, I think there should be an easier way.
Any ideas?
#1194
It is a "We are all going to die" sim. On crack.  (nod)

No, seriously, it's a mix of jump'n'run, action game, and (since you have to figure out stuff for yourself) puzzle platformer.

It is also very, very hard.
#1195
Well the sale is nearning its end and I have not purchased anything. Yet. I have to change that and I can't decide. I like quantity. I'd rather buy half a dozen quirky little fun games (you know, casual indie stuff) than one big AAA title. Any recommendations? Anyone played Ms Splosion Man?
#1196
Quote from: Luca on Wed 17/07/2013 14:04:51
How can I fix that automatically when dialogues start?

Open your global script, find the function on_mouse_click, and add a line:

NameOfYourMouseOverLabel.Text = "";

This will, each time the mouse is clicked, delete the label's text.
#1197
No, it doesn't work that way. I tried getting the uncut version of Borderland1 that way, and it's really that Steam checks what version is "legal" for you. The gift is just "unlocking" your local version.
#1198
Quote from: DoorKnobHandle on Wed 17/07/2013 11:13:31
Faster Than Light is a must for me, I wanted to play that for ages and it's only 5 bucks now.

That game *is* very good, and for 5 bucks it is a steal. I didn't get too much mileage out of it now, but each and every playthrough has been awesome.
#1199
Quote from: Pablo on Tue 16/07/2013 08:39:00
The slapping sound you hear often in the game was produced by Nemo actually slapping his own face multiple times before getting a decent sample.

So now we know what nemo's face sounds like! That IS educational  (laugh)

Great games all around, and well deserved winners. It's really amazing to see the variety of styles, plots, ideas... overwhelming in the best sense of the word.
#1200
Quote from: Magic on Mon 15/07/2013 22:31:42
I'm hoping Bioshock Infinite drops below 40% at some point. I can then add it to the Windows 7 games I've bought but am unable to play until I upgrade my PC and OS... :D

Bio Inf is put up for voting; it'll be 50% off then- looks like your wish could become true!
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