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#721
Quote from: miguel on Thu 13/02/2014 10:15:51
I am the walrus?

The walrus was Paul.
#722
Congrats to everyone! WHAM, you want the left or the right half of 3rd place?
#723
Hi ig!
#724
That is possible. I definitely had code travelling in 2.x, I remember that.
#725
The Rumpus Room / Re: Happy Birthday Thread!
Wed 12/02/2014 19:01:45
A most happy birthday to Mati and a certain Mr. DiPerla! Eat up, cake time!
#726
I did export GUIs every now and then since back in 2.72 days. The code always was exported too, and when importing, placed in GlobalScript. Hope that helps :-\
#727
Quote from: Crimson Wizard on Wed 12/02/2014 08:12:47
The winner is this splash by abstauber:

Good choice IMO, looking forward to seeing it "in action"- and thanks, Abstauber, nice design!
#728
Quote from: Monsieur OUXX on Tue 11/02/2014 10:59:34
I'm about to release a module that can make the engine explode when used in the wrong conditions.

Can you make one where the engine explodes when used in the RIGHT conditions? I see potential there: Whole new genre- Point-and-Explode Adventures! Mr. Bay will be the patron saint and Mr. T can showcase the effect in a Knowledge Is Half The Battle segment (played tight after the explosion).
I need a coffee.
#729
Code: ags
[code = ags]
cGooli.LockView(VGOOLIHEADUP);
cGooli.Animate(0, 8, eOnce, eNoBlock, eForwards);
cGooli.UnlockView();


This. You are calling the animation as non-blocking. That means the next command is instantly executed. So you change the view, but even before the animation can start you release it. Change eNoBlock to eBlock, that should do the trick.
#730
Uhhh lovely. Keep on going, this is gonna be great!
#731
Quote from: Crimson Wizard on Tue 11/02/2014 09:07:40
row height = font height + X, where X
  = 2 if game resolution is 320x200 or 320x240;
  = 4 if resolution is higher.

Is this affected by TTF vs "game fonts"? I have noticed that the TTFs I use show up differently aligned even on the build-in GUIs (ALT-X quit et al)- they are always about 1 to 2 pixels "lower".
#732
Quote from: TFeldt on Sun 09/02/2014 10:25:27
Thank you very much mate, it really helps with exposure.

Well, if your offer for exposion results in more exposion for you in return, that's really rather neat ;-D
#733
Voted. Which ones were the Democrats?
#734
Might as well be a fluke. The other days I sent PMs with No Subject and got a link to the "Mittens thread" automatically copypasted into the subject line. Stuff like that happens, but glad to see you back!

On the lighter side, you now get a new 1000th post! (nod)
#735
Quote from: DBoyWheeler on Mon 10/02/2014 17:44:42
My account got banned even though I had not committed any serious violations (at least to my knowledge) recently.

Your AGS account? How did you get it revoked?
#736
Quote from: Crimson Wizard on Mon 10/02/2014 11:57:20
This happens if the game has any global messages.

For some reason it makes me incredibly happy to see these are still used. Oh man. Memories!
#737
Can we please stop churning out quality like that? It's bad for my perception. Here we are. Masters of AGS scripting. Living the indie dream! Spritemeisters. And brilliant writers! How come I still need my real-life job instead of hiring people who look at my watch in order to tell me how expensive it was?
Man! Good stuff, and nice theme!

Character: Baron (female Casanunda == instant awesome)
Plot: Unlady (sorry, I just really love ghost tales)
Atmosphere: Wham (you got the gift man, really)
Background World: Unlady (dim senses make for open gaps, I like that)
Word Choice/Style: Baron (you got the gift too, and a monocle to boot)
Connection: Unlady (absolutely fitting)
#738
Gold: Cat
Silver: Tabata
Bronze: Eric
#739
Critics' Lounge / Re: Anime Studio Run Cycle
Mon 10/02/2014 05:29:47
It's really nice. The simple style goes well with the "Flash-type" idling. If anything, I think the "front" of the brim should flop down a bit more- it looks as if there is more material, and as a professional hat-wearer I must tell you: that this means more flapping. ;)
#740
The thing is, idling is a build-in AGS function designed to work with vanilla AGS. The module overrides this behavior by constantly checking and setting loops, and this also affect the idleview.
You need a workaround here, one possibility I see is to add a check if the player is not currently in their idle view before those changes are applied.
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