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Messages - Gilbert

#561
The Rumpus Room / Re: Name the Game
Wed 14/09/2016 07:37:45
Cho Aniki?
#562
The Rumpus Room / Re: Happy Birthday Thread!
Sun 04/09/2016 19:21:36
Ah thanks!
#563
The Rumpus Room / Re: Name the Game
Wed 10/08/2016 19:58:47
Well, that's because I own the PCE version, though I haven't really played it yet.
Anyway (should've checked the forums more often), as always it's midnight here, so anyone may steal my turn, or I'll post something tomorrow if no one dares to post.
#564
The Rumpus Room / Re: Name the Game
Wed 10/08/2016 04:20:03
Slime World
#565
The Rumpus Room / Re: Name the Game
Sun 31/07/2016 17:05:00
Aw well... Didn't expect it to be correct. As always it's late at night so I won't post any more stuff ATM. Anyone may steal a turn if they want, or else I'll try to post something tomorrow.
#566
The Rumpus Room / Re: Name the Game
Sat 30/07/2016 19:44:59
Return to Zork?
#567
Read the OP more carefully though, it's about the close button on the Window border, not within the game screen.
I haven't followed the recent changes of the engine, but the answer is probably 'no', or at least there is no trivial way to do this (yet).
#568
The Rumpus Room / Re: *Guess the Movie Title*
Wed 15/06/2016 03:41:27
Bear Runner
#569
The Rumpus Room / Re: Name the Game
Sat 21/05/2016 20:18:26
I've played this game before, and I found it having some stunning 2-D and 3-D visuals, but the game was confusing as hell for my stupid soul to understand what was going on and so I didn't spend much time on it before forgetting all about it.

I actually recognised the shop background as something that I must have seen before, but couldn't remember what game it was. I was almost certain about it when I saw the 3-D shot, though my memory told me that it looked better than that BitD. :grin:

Anyway, as it's 3+ a.m. now I'm in no condition to post something new ATM, so anyone can steal a turn if they like. I may try to post something if my turn still isn't taken when I read this thread again.
#570
The Rumpus Room / Re: Name the Game
Fri 20/05/2016 16:18:44
Bladderless Runner...

Nope...

Terminator.
#571
Depends on what you want. Using different rooms is possibly the easiest, but is certainly not practically for large mazes.

Preferred way is to use only one room for the whole maze, with like the ground as the background, and then layer sprites as walls according to the player's current position in the dungeon.
#572
Even though(especially since) HD resolutions are rescable, one problem is text(which are essential to 90+% of adventure games).
Make sure that the font size is large enough for a HD game that the text should still be reasonably readable when the game is scaled to use a lower resolution. Also, on small HD displays (such as HD tablets and... HD phones) small texts are still a horror to read.
#573
Well, I think it depends on what kind of graphics a game is supposed to use. Detailed photographic or painkingish graphics might benefit from high resolutions, but lower resolutions like 320 x 2xx or 640 x 4xx still do magic to some particular styles such as Pixel art.

Also, if you don't want to miss out from the tablet users, there're still many tablets who don't have extremely high definition displays.
So, I think any thing with horizontal resolution not higher than 1024 pixels should work for most people.

And yes, my graphics card could do full HD BUT, I'm still using a CRT(!) monitor whose maximum resolution is 1280 x 1024(with desktop set to 1024 x 768 as the refresh rate at full res. made me dizzy; playing games with the full res. is okay though), so I'm the first one to drop off with a HD game.:=
#574
Completed Game Announcements / Re: Toast!
Fri 13/05/2016 16:39:03
Sorry for the speculation, but is this game even created with AGS?
If not, this thread does not belong here.
#577
Is DirectX9 updated in these computers?

DirectX10 onwards do not backward support applications using DirectX9. Instead starting from Windows Vista, both DX9 and whatever the newer version of DX coexist, but for whatever evil stupid reasons M$ decided to ship these O/Ses with a very old version of DX9 and by default DX9 will not auto-update.

I think this is the most recent version of DX9.
#578
There are a lot of ways to do this.
One way I can think of is like this(not tested):
Code: ags

//Outside of functions in the room's script.
enum WhaleState {
  WS_IDLE = 0;
  WS_WILLATTACK,
  WS_ATTACKING
};

WhaleState cur_ws = WS_IDLE;


Code: ags

//Put the following in wherever the attack command is to be registered.
if (!cur_ws&&(whatever condition to trigger the attack)) cur_ws = WS_WILLATTACK;


Code: ags

//Put the following in repeadedly_execute_always() of the room.
if (cur_ws == WS_WILLATTACK&&cWhale.Frame == 5){  //Replace the 5 to the correct last frame number of the loop.
  cur_ws = WS_ATTACKING;
  cWhale.LockView(whale_attack_view);
  cWhale.Animate(0, 0, eOnce, eNoBlock, eForwards);
} else if (cur_ws == WS_ATTACKING&&!cWhale.Animating){
  cur_ws = WS_IDLE;
  cWhale.LockView(whale_swim_view);
  cWhale.Animate(0, 0, eRepeat, eNoBlock, eForwards);
}

#579
Actually I don't see how this thread could not belong here, and as mentioned by Cassiebsg there are some useful information, so I don't think it is necessary to delete this thread.
#580
Oh noes! The file size is 9291 MB. Guess my computer will explode! :=

Anyway, congrats for the release. :wink:
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