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Messages - Gilbert

#1101
Yeah. More awareness is good, but I don't think we need such a complicated system, and IMO it can even lead to annoyance. My reasonings (I'm at work at the moment and I haven't really read other people's comments, so similar things might have been said or taken care of):
1. Every activity in this forum is just kind of a hobby and is free to participate, and (in case of competitions with voting involved) there should not be any pressure for anyone to choose to vote. Just participate and vote if you really want to.
2. Sometimes people are aware of the activities but they just choose not to participate or vote for good enough reasons. Take me as an example. Very obviously I am well aware of the activities, but I don't have much free time at the moment, so I usually just download all the released AGS games (including MAGS games) without actually playing them. I only sparsely enter some of the smaller activities when I am interested and so I intentionally don't vote in any of the MAGS sessions. If there are a lot of visible reminders for me to do this and to do that it is simply an annoyance to me, rather than anything good.
3. Doing such a points system would pretty much evolve into an achievement system, so you will 'get a trophy by playing x games', 'get xxx useless points in rating xx games' and 'be called an active voter by casting a vote in xxx MAGS sessions'. This works in some of the much larger gaming sites or gaming services, but IMO this will not work here, considering the fact that our members are ones who have more specific interests and form a much smaller community, and the majority of which isn't even that active enough to make an achievement system successful.

So, like some people have mentioned, IMO a more visible link is enough already.
#1102
The Rumpus Room / Re: *Guess the Movie Title*
Thu 22/12/2011 01:28:23
Indiana Jones and the Circus Weirdos ;D
#1103
When you declare int room[3];, the array only has 3 entries, i.e. with indices 0, 1 and 2.

If you want to have it taking values from 0 to 3 (i.e. there are 4 entries) you have to declare int room[4];.
#1104
Just do something like:
Code: ags
if(tbInput1.Text.Length > 15) { //blah }


For example, if you want to actively limit the length of the text while the player is inputing something just put the code below in repeatedly execute:
Code: ags
if(tbInput1.Text.Length > 15) tbInput1.Text = tbInput1.Text.Substring(0, 15);
#1105
I don't have much idea, but make sure that the label's width is long enough to hold the text.

Also:
Code: ags

  if (time_hour <12){
    if (time_hour==12)  lblClock.Text = String.Format("12:%02d a.m.", time_min);
    else lblClock.Text = String.Format("%02d:%02d a.m.", time_hour, time_min);
  }
    else
  {
    lblClock.Text = String.Format("%02d:%02d p.m.", time_hour-12, time_min);
  } 

The second line 'if (time_hour) == 12)...' should be 'if (time_hour) == 0)...' .
#1106
Quote from: ty3194 on Wed 14/12/2011 01:04:00
it gives the error GlobalScript.asc(71): Error (line 71): undefined symbol 'gPause'
That means you have not created a GUI called gPause. KhrisMUC did mention:
Quote from: Khris on Wed 14/12/2011 00:17:52
I'd show a GUI that says paused...
But this is well hidden that normal readers may overlook.
Quote
also, when i run the game with the gClock GUI visible on the screen with a gray box and green txt, nothing is shown.
Can you elaborate on this? Do you mean the GUI doesn't appear in the game at all? Check that whether the GUI is set to 'always visible'.
#1107
Babar is right. It all depends on whether the voice acting is any good. Also remember, voice acting adds up to the game size significantly, so if it's nothing good, people won't be willing to download HUGE files for the voices that they don't want.

If you have decided to have voices in your games, at least provide all three options you have listed for the players. Sometimes players like to play without the voices, and even when a player wants to hear the voices he/she may like to read the subtitles at the same time, especially for non-native speakers of the language used in the games.

P.S. About poor voice acting in commercial games, this was THE main reason why the CD full talkie version of KQ5 was MUCH MUCH inferior to the floppy version.
#1108
Quote from: ty3194 on Tue 13/12/2011 06:06:51
I'm assuming it is because within that code there is a variable title hour rather than time_hour. after converting each hour (at 59,60) to time_hour, the error disappears...
Yeah, right. I rushed my sample codes without testing. It should be fixed now.

Quote
...but is replaced with this error:
GlobalScript.asc(60): Error (line 60): '.Text' is not a public member of 'GUI'. Are you sure you spelt it correctly (remember, capital letters are important)?
Don't just make a GUI that is called lblClock, instead make a GUI and put a label on it. Name the label lblClock (you don't really need to use this name, it's just like some kind of convention to prefix a label's name with lbl for clarity's sake). You should now be able to change the text on that label with your scripts.
#1109
Just create global variables like this:
Code: ags
int time_loop, time_min, time_hour, time_day;


And then in repeatedly_execute() of the global script (put it in repeatedly_execute_always() instead if you want it to count even when the game is paused):
Code: ags

time_loop++;
if (time_loop==40) {//Assuming under default settings where the game runs at 40 FPS
  time_loop=0;
  time_min++;
  if (time_min==60){
    time_min=0;
    time_hour++;
    if (time_hour==24){
      time_hour=0;
      time_day++;
    }
  }
}


The GUI part is simple. Just make one with a label that say, called lblClock . Then, in repeatedly_execute_always():
Code: ags

if (time_hour <12){
  if (time_hour==12)  lblClock.Text = String.Format("12:%02d a.m.", time_min);
  else lblClock.Text = String.Format("%02d:%02d a.m.", time_hour, time_min);
} else {
  lblClock.Text = String.Format("%02d:%02d p.m.", time_hour-12, time_min);
}


To make stuff happen at specify time just check in the script on whether the values of the time_* variables match your criteria. You may put the checking in say, repeatedly_execute(). If some of such events only happen in certain rooms, you may even check them in the room scripts, provided that the variables are exported.
You may need to add some more codes to say let an event happen only once and prevent it from happening continuously every game loop, etc., but that's becoming complicated for this post atm. I'd advise you to try doing the basis first, like making the clock work, before jumping into further codings.
#1110
Right. Stop that off-topic drama. :P
#1111
Advanced Technical Forum / Re: Crash Info
Tue 06/12/2011 03:26:36
Can you post a description on how you get this crash, and whether it can be reproduced?

Also, have you report this to Dave first?

If you need to send the crash dump, just compress the file and upload it to some webspace and PM the link to CJ, but since CJ isn't very active at the moment it may take a very long time before the investigation.
#1112
The Rumpus Room / Re: *Guess the Movie Title*
Tue 06/12/2011 02:46:34
Touch My Man Boobs and You are Dead
#1113
Could it be just your virus scanner scanning the files being copied?
#1114
General Discussion / Re: XP Liberation Front.
Thu 01/12/2011 06:43:18
Things actually depend on personal preference.

Quote from: Pablo on Thu 01/12/2011 05:16:19
And a windowed one doesn't maximize when I drag it to the top of the screen. How did Windows users ever live without these features?

IMO this docking feature is complete crap. This is exceptionally apparent when you work with a "not so" high resolution such as 1024x768, in which when you want to move windows to screen edges so to view the contents of several windows at the same time, to make more space you'll usually move them such that parts of them are off-screen, but under default settings the windows automatically maximise themselves when you move them to edges, in an incredibly annoying way. I ended up googling for how to disable it and this feature is now gone for good.
#1115
General Discussion / Re: XP Liberation Front.
Wed 30/11/2011 13:44:46
I'm still using XP, mainly because I don't want to spend stupid $$$ on upgrading, and there is nothing I want to use that won't work without upgrading, yet.

I use 7 at work though.
#1116
Global mods may be able to ban members too, but we don't always have many active global mods around for this. This just happens occasionally anyway. We're not being attacked by a swarm of flying trolls trouts.
#1117

Now, my cat makes everyone happy. If this causes the holocaust he doesn't mean it. Forgive him can you?

Brought to you by one who didn't even read any of the threads and wished that this is the only post that remains.
#1118
Quote from: Khris on Sat 26/11/2011 21:59:20
Yeah, I just wanted to express how stupid I find it to take away the only failsafe for a hanging game.
Shouldn't Ctrl-Alt-End always work? It doesn't help if the player is not familiar with AGS or didn't read the game's documents even if it's mentioned.
#1119
Also, for pixel art, Grafx2 has been ported to Android, but this version is still primitive and is nearly unusable, at least this is what I think after trying it on my phone.
#1120
What I meant, was not that I'm against windowed mode. Instead, I prefer games to be distributed in windowed mode for the reason you pointed out, since the horrible varieties of display aspect ratios and resolutions different system could have nowadays just mess every thing up.
What I was against, was this:
Quote from: Ghost on Thu 24/11/2011 09:41:16
... a x2 filter. That'll give you a 1280x720 window, and that should look okay on the majority of computers (I doubt that there are many people still running on 800x600!).
If the horizontal resolution of a game is already 640+, don't bother setting a x2 filter as the default, as I already pointed out it does not look okay on the majority of computers. In fact, AFAIK the engine refuses to create a window that is larger than the desktop resolution, so this simply won't work.
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