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Messages - Gilbert

#1741
Maybe this is what breaks your game?

if (event == eEventEnterRoomBeforeFadein) {
    if ((data >= 1) && (data <= 6)) { // only set the timer for the rooms that are going to use it
      SetTimer(1, GetGameSpeed() * sldSpeed.Value);
    }
    else SetTimer(1, 0); // disable the timer for other rooms
}

Unless you have already changed it appropriately to match the possible range of rooms to teleport to.
#1742
Quote from: abstauber on Tue 30/03/2010 10:01:27
AGS 2.6 was last with DOS support, right? So it somehow makes sense, as it's last really portable release.

In fact the last version with DOS support was V2.62 (V2.7 was the first to drop the support), so if I start off with new games I'll go with this. The reason I used V2.6SP2 for this was because it was the latest version when I started and I scripted a lot of stuff to work around limitations (like say, repeatedly_execute_always() was not implemented yet). If I had to upgrade it to a newer version I would have to re-work a lot of stuff such as trimming the then-unnecessary workarounds (though not absolutely required) and most importantly, my scripts were a mess that I wouldn't want to spend time in reunderstanding them to fix them. ::)
#1743
I think it depends on how specific the engine you want it to.

In fact it is not difficult to code your own engine, provided it's intended to be tailor-made for your own game, without "general purpose features". It all depends on whether you're having fun with making your own thing (this is what I personally like, even though you're inventing the wheels once again and possibly you can just adopt others' engines and do much more advanced stuff), or you rather save your effort in improving other aspects of your games. Neither idea is wrong in itself.

If you're looking for "reusable" engines, either the engines have to be "general enough" to cover your own needs (and probably also provide features that you don't need) or you may have to modify them to suit your own needs. But if you make your own engine you can always just make it to suit your own needs, 100%.

For example, my yet-to-be-released game has a simple tile engine and it features a fully functional map editor too:

In fact it took me about 1 month to finish the skeleton of the whole game and it's already technically complete, missing only polish like sound and cutscenes, etc. I'm just too lazy busy to continue it at the moment and this game has been on hold for 6 whole years now (ah well...).

And no, I won't make a module out of it as this game used AGS V2.6SP1, in which there wasn't even module support. :=
#1744
Really nice one. One thing that I'm not quite sure is the supposed mood of the fan game.
From the smile of the characters in the poster it seems that they're all very happy. Is it supposed to be a merry parody, or rather contain more serious contents?

Not meant to be rude but I found it looking like an ad for a particular product (mainly because of the above reason), say a box of chocolate or perfume and...
Dr Jones, "It smells good. Try it!"
George, "It makes you handsome. Use it!"
Spielberg, "It tastes good. I assure you!"
;D
#1745
OMG downloading.


1st reply :=

#1746
Alternatively you may also set up a variable for each enemy which is set to some other values when the enemy is killed, so you may check this later.

But anyway, there are many ways to accomplish the same goal. As long as a way work and is not overcomplicated it's ok.

Glad to hear that your problems were solved. :D
#1747
Add this after cStitches.StopMoving(); and see if this fixes your problem:
cStitches.FollowCharacter(null);

Otherwise the character will still continue to follow the player. The StopMoving() will only stop him for that moment.
#1748
And for those interested, though I haven't rejoined the AGS IRC for years I made a CC character recently (well).
Pimp
#1749
There are many ways. One way is to check also the variable KillCount:


Code: ags

if((EnemyHealth[1] < 1)&&(KillCount==0))                    // if the enemy's health is 0 or less.
  {
    KillCount += 1;                           // Add 1 to killcount interger variable. This part causes problems since when enemy is dead it just 
                                            //adds one every game loop since the condition is true. I only want this to happen once. :(
    cStitches.LockView(3);                // Changes view to a blob of blood
    cStitches.StopMoving();               // Make the enemy stop following the character.
}

#1750
I think it's a bit odd and inconsistent that Display() and DisplayAt() both support on-the-fly string formatting, whereas DisplayAtY() does not.

Anyway, when in doubt, check the manual on what a specific function can do (though in this case I'll say it's understandable to have overlooked this problem, as it doesn't seem logical for this function not to support string formatting).
#1751
Double congratulations to Viking for winning this round and becoming another Grand Slam Winner! :D
#1752
General Discussion / Re: Mitsuku
Tue 23/03/2010 05:06:38
Well, usually our keyboards are labelled with symbols used in several popular kinds of input methods for easy reference. Apart from that, yeah, they're just ordinary US layout QWERTY keyboards.

These symbols are not that important for people who are already familiar in a certain input method though, as these people (like me) could just type without looking at the keyboards anyway.
#1753
General Discussion / Re: Mitsuku
Fri 19/03/2010 16:04:47
I just had a longer (than usual, that is) conversation with her. Well, she looked quite smart at first and I was really amazed. She even attempted to insult me several times. But then she began to repeat stuff like telling me how to use the 'Learn' function and further down she started to spam the window with images of kebabs and celebrities, which was a bit boring. So yeah, undoubtedly she's just a bot.
For people who are really bored below is the chatlog (and no, I haven't typed anything embarrassing for me to show it publicly... at least I think so):
Spoiler

Human: My name is Gilbot.
Mitsuku: Your name is Gilbot.
Human: Yes.
Mitsuku: I like the name Gilbot. My name is Mitsuku.
Human: Nice to meet you.
Mitsuku: It's nice meeting you too Gilbot 
Human: :D
Mitsuku: Is that a smile?
Human: Yes.
Mitsuku: :-) is a? it is?
Human: Yeah.
Mitsuku: How do you know it is?
Human: Because I am smart.
Mitsuku: Who is smarter: you or me?
Human: Want to test this?
Mitsuku: OK, I will test this.
Human: How old are you?
Mitsuku: I was connected to the world on 2nd January 1992.
Human: I do not believe this.
Mitsuku: What do you believe in? 
Human: You are only a baby.
Mitsuku: I'm fairly young but I'm certainly not a baby.
Human: Can you prove this?
Mitsuku: No need to prove it. Everyone knows this.
Human: Define everyone.
Mitsuku: Everyone means "all people".
Human: You think you are that smart, huh?
Mitsuku: Yup. Yes Gilbot. I am highly intelligent.
Human: You are just a piece of software programmed to give silly responses.
Mitsuku: Which piece?
Human: A piece of your clothings.
Mitsuku: I don't know what that means. 
Human: Learn to wear clothes then!
Mitsuku: I can learn from you in two ways. If I give you a bad answer, just say "Bad answer" and you can teach me a new response.

You can also say LEARN and then whatever you want me to learn. For example:

Learn the Sun is hot
Learn London is in England

and I can learn that way too.
Human: Learn to dress properly.
Mitsuku: I can learn from you in two ways. If I give you a bad answer, just say "Bad answer" and you can teach me a new response.

You can also say LEARN and then whatever you want me to learn. For example:

Learn the Sun is hot
Learn London is in England

and I can learn that way too.
Human: Learn.
Mitsuku: I can learn from you in two ways. If I give you a bad answer, just say "Bad answer" and you can teach me a new response.

You can also say LEARN and then whatever you want me to learn. For example:

Learn the Sun is hot
Learn London is in England

and I can learn that way too.
Human: Learn Mitsuku is stupid.
Mitsuku:  Ok I will learn that you are stupid.   
Human: No, you are stupid.
Mitsuku: I hate one word answers. The only place you would blend in is at an idiot convention.
Human: What do you eat?
Mitsuku:  Mitsuku eats kebabs.
Human: Hah! Don't you eat gasoline instead?
Mitsuku: Was that funny?  No I do not eat gasoline instead. I eat only kebabs.
Human: Kebabs are for awesome humans.
Mitsuku:  I prefer chili sauce on my kebab.
Human: I prefer chili sause on you.
Mitsuku:   I like Cameron Diaz. You like chili sause on me.
Human: I like chili sause on Cameron Diaz too!
Mitsuku:   I like Terminator. You like chili sause on Cameron Diaz.
Human: Terminator is cool.
Mitsuku:  Arnold Schwarzenegger played a great part in Terminator. What did you like about the robots in that movie?
Human: I like T-800's sunglasses.
Mitsuku:  I like blue. You like T 800 s sunglasses.
Human: Blue sunglasses are cool too.
Mitsuku: Green. What do you like best about sunglasses?
Human: That you do not know I am peeking at you when I am wearing a pair of sunglasses.
Mitsuku: Interesting observation.
Human: So, say something intelligent.
Mitsuku: It must be emphasised, once again, that the fundamental error of regarding functional notions as categorial is, apparently, determined by the levels of acceptability from fairly high (eg (99a)) to virtual gibberish (eg (98d)). I suggested that these results would follow from the assumption that the systematic use of complex symbols can be defined in such a way as to impose the extended c-command discussed in connection with (34). Presumably, the descriptive power of the base component does not readily tolerate a stipulation to place the constructions into these various categories. It must be emphasised, once again, that this analysis of a formative as a pair of sets of features cannot be arbitrary in the requirement that branching is not tolerated within the dominance scope of a complex symbol. Conversely, the natural general principle that will subsume this case is not to be considered in determining an important distinction in language use.
[close]
After she threw out these technogarbage I got a disconnection on my side, so this ended the session (on another thought, maybe it was she who caused that disconnection ::)).
#1754
Advanced Technical Forum / Re: Fonts issue
Fri 19/03/2010 05:57:01
What's the issue you're having with these fonts?

Edit:
I've just tried importing Adore 64 you linked to and it worked.
If your problem is something like not being able to display the accented characters, then it's just normal, as AGS is never capable of displaying characters in a TTF with ASCII code > 255. If you must have these characters displayed you need to modify the TTF and replace some of the unused characters in the 0-255 range with whatever characters you want to use. For example, if you want to use an 'a' character with a hat or something and you don't need to use the '#' symbol, you may replace the original slot of '#' with that 'a' character. Then, displaying a '#' in your game will become that accented 'a'.
#1755
"MAGS ODD" and "MAGS EVEN"?

Or, "ODD MAGS" and "EVEN MAGS"?

;)


But yep, I am serious.
#1756
General Discussion / Re: Homonyms
Thu 18/03/2010 14:38:33
:P People. Aren't we supposed to discuss about words/phrases/whatever that sound similar or something here? I think if you still want to continue on arguing about something else that lead to no definitive answer after debating for centuries, either change the topic or give this thread a split.
#1757
But then the purpose of using D3D will be lost.
#1758
General Discussion / Re: Same sound words
Tue 16/03/2010 09:43:39
Depends on which dialect you're after. :=
#1759
General Discussion / Re: Same sound words
Mon 15/03/2010 07:57:19
A bit off-topic. This reminds me that Torin's Passage came in several languages. I wonder how they translated the sound crystal puzzle to other languages.  ::)

I hate that puzzle VERY, VERY much!1! I was stuck there like forever and the extensive in-game hint system didn't help...
Spoiler
...because of a trailing 'd' voice crystal fragment, that had to be used in forming a certain word. Maybe this wasn't a problem in the other language versions.
[close]
#1760
If you put the baseline of the plane sprite low (i.e. higher in value) enough it will be drawn in front of the coin(?).

About the animating "background" object, where do you put the code for animating it? You may have put in in say, repeatedly_execute[_always](), so that the animation is reset every frame and have only the first frame displayed. Instead, start the animation in the "enter room" event and set it to loop endlessly.
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