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Messages - Gilbert

#721
Not every one is accustomed to every feature of the engine and they need not be. Anyone can use whichever method which is easier to them or more comfortable to work with. Using rooms is easy for most people. You just import the background and do the necessary scripting.

Moreover, because of how things work(for AGS at least), room backgrounds compress much better than sprites, so it actually reduces the game's size if you use rooms instead of importing a number of sprites. IMO this is a big advantage.
#722
What I meant, of course, included those interactive close-ups as well. Maybe I didn't phrase my words precisely. What I meant was to not count those that were used in cutscenes.
#723
This is what I see, with Win7Pro:

(Took me a while to capture it as the splash screen went out so quickly. :tongue:)
I think this is similar to what Radiant saw.
May be related to the Chinese localisation of the system.
#724
It's just a choice. The games' creator can use whatever method that is feasible and most suitable for presentation.

Maybe instead we can talk about the number of interactive rooms here.
#725
Actually I wasn't referring to the keyboard shortcuts for the commands, as I'm just no good in remembering any of them, but I know it helps a lot of players.

What I was referring was the keyboard movement in Normality(like original games such as Wolfstein 3D or Doom, even though I quited playing these games long time ago), comparing to the jerky mouse movement in UAKM. This hybrid control scheme in Normality enables the players to travel using the keyboard and explore using the mouse at the same time, while in UAKM it's done lamely that you have to switch between movement and exploration modes.
#726
It's tremendously useful. In fact I'm all for referring to every thing with numbers, rather than stupid object names. For example, I abuse the sprite numbers heavily for putting in the correct tiles to draw in a tiled engine.

Often times, there are occasions where a certain piece of asset is chosen by means of a formula.
For example (just some randomly made up junk, so don't mind whether this is really practical here), I have an interface with some piano keys(say, for simplicity, 8 keys, or, think the interface of LOOM) and a different sound clip will be played when a different key is clicked. If the clips are numbered #100 to #107, it's easy to code the game to play clip #100 + piano_key, than to assign a different clip by name to each key.

I haven't checked it yet, but will the numbering be changed if a sound file is removed from the project? In that case it's only half-done in the current situation. Ideally we should be able to change manually what number each sound file is assigned to, just like what we have for sprites.
#727
At least the interfaces of MI1/2 aren't as complicated as older SCUMM games, such as MM1, but still, I agree that they're too complicated. They're trying to convert a text parser into a point and click interface and so they tried to cramp as many verbs into the list as possible and the result was not overall satisfactory. Over time it's simplified more and more and I think the one in DOTT is the best, concerning usability and still offers enough variation on the actions. Also, I'll go for this interface than the Verbcoin, but the problem is, this interface covers up a considerably large area of the screen and later people seemed to prefer games with fullscreen graphics.

Actually I quite like the interface of Normality, while it's a ripoff of Verbcoin, it fits the weirdness of the game very well, and this game's (combination of keyboard + mouse) control is 10000000x better than the stupid mouse control of Under a Killing Moon(even though it's not a bad game in itself).
#728
It's not particularly important for me with for loops adding back as it's been removed for like a decade. It's of course nice to have it back.

But:
Quote from: Gurok on Tue 11/03/2014 11:25:53
Audio Clips API
Sold! :=
#729
Quote from: monkey424 on Fri 07/03/2014 08:49:20
Completing that game should be compulsory for joining the AGS community.
* Iceboty V7000a never played this game.
* Iceboty V7000a leaves...
#730
The Rumpus Room / Re: Name the Game
Wed 05/03/2014 04:55:46
Metal Gear Solid?
#731
Why? It's obviously "GOD MATES GAGS"!
#732
For the favour text part, one easy way to do that is to add a custom text property for Rooms and you can put different strings in different rooms.
Then use the Room.GetTextProperty() function to grab the String and display it.
(Quickly checking the manual revealed that the example code for this function does exactly this.)

Edit:
For the object part, I don't think this is a bug. It's the programmer's responsibility to check whether the number of objects is exceeded in a room. In fact, you can use the Room.ObjectCount property to check how many objects there are in the current room. So you may do something like:
Code: ags

//Assuming index is an integer variable holding a certain number
if (index < Room.ObjectCount){ //valid object
  //Do something here
} else { //not a valid object
  //Do some other thing
}

Edit2:
I just checked the linked thread and KhrisMUC's codes already checked this limit, so does this still give you an error?
#733
I'm locking this, since the problem seems to already be solved, and to prevent it from drifting too much off-topic and the OP being attacked by unfriendly members.

But Construed, while this is the Beginners' forum and I'm usually quite lenient towards people asking questions here, this is not an excuse for not reading the manual at all by blaming it is "crap", especially for one who has been here for some time and not really a newbie. The answers in this topic are all in the manual, and even if it's not or you don't really understand what's written in it, you should at least try checking it before posting here. This just acts as a magnet for potential attacks.
#734
I still cannot download it, but anyway, seeing all these curious replies here, I may instead play the AGS classic Rodekill again, which already has a proper "DON'T PUSH THE BUTTON" sequence in it.
#735
QuoteSorry, access forbidden, error 403
:undecided:
#737
AGS Games in Production / Re: Microworld
Sun 09/02/2014 18:01:48
If the game's main content can be contained in a single room only one shot is required, but as this is not mentioned explicitly it should be clarified, and if the main content spans more than 1 room, another screenshot is needed.
#738
The Rumpus Room / Re: Name the Game
Wed 29/01/2014 15:12:16
I'm just too lazy to find something to post at the moment. :grin:
So if anyone wants to steal a turn, go ahead.
#740
As I'm too lazy to explain, I'll post the part of code that did that in the demo:
Code: ags

  pframe = Game.GetViewFrame(player.View, player.Loop, player.Frame);
  tmpslot=pframe.Graphic;
  tmpspr1=DynamicSprite.CreateFromExistingSprite(tmpslot);
  if (pframe.Flipped) tmpspr1.Flip(eFlipBoth); else tmpspr1.Flip(eFlipUpsideDown);
  tmpspr1.Resize((tmpspr1.Width*player.Scaling)/100, (tmpspr1.Height*player.Scaling)/100);
  oRef.Graphic=tmpspr1.Graphic;
  oRef.X=player.x-(tmpspr1.Width/2); oRef.Y=(player.y+tmpspr1.Height)-2;

(BTW these codes are in repeatedly_execute_always() of the room.
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