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Messages - Goldmund

#121
Ah that's a relief! No need to add "settings" dialogs.

Thanks for the warm welcome ;-) Everything's swell at our end!
#122
Hello!
It's me.

I've been wondering whether I should add an option to change the game speed.
See, I've often been frustrated with old games running too fast.
Will my game run too fast on machines faster than mine? Like, in 500!1!1 years?
Will it help if I let the player on a mega-computer select, say, game speed of 10? Or 1? With default being 100?
#123
Heh, no, I didn't know that about the nearest neighbour!

It doesn't seem to leave AA, as you say.

It does look uglier, though; for example, an eye seems to be closed, nose bit distorted etc.

Using this script I can have the 100% view in-game, at least, but it's great that now I know this way of resizing! Thanks.
#124
Dualnames:

well maybe I have emotional intelligence of a retard, but for me there's no doubt that Progz was being haughty for one reason or another.

Snarky:

Alas, not so!

Before:


After resizing:

#125
ProgZmax:

Firstly, your suggestion wasn't valid.
I've presented a technical problem: how to resize individual loops without having to resize sprites.
Your answer: resize sprites.
Was it helpful? No.
Was it an answer to the question posed in the thread? No.
Was the person asking for help unaware of this possibility? No, and you knew it.
Was it prickly? Yeah.

Secondly, I don't have to explain myself, but since you're so interested in my vices and strength of my character, I will: it's not five minutes. We're talking about something like 15-20 minutes for a single frame, because I need to redraw transparencies. Multiply by three sets of clothes, picking up anims, crouching anims, etc. Having to work for my family sustenance, caring for a small child AND trying to finish my game makes time precious.
And it makes one less patient with smartasses. :-)

Steve:
your script blows my mind ;-) No, but the main problem was that it should also react to walking area scaling. I can't really tell what your solution does, the script's too advanced -- it resizes the sprites at the start of the game? If so, will the automatic area scaling work with them? That's what I need...

GarageGothic:
I see, so the player's automatic scaling runs first, and then we have rep_exec.
It's dummy for me, then!
Thanks again.
#126
You are amazing!  :o

Thanks a million! Works brilliantly. No UnlockView needed.

You see, after a while of celebrating I've tried to improve on your solution: let's make it that the player character is visible and manually scaled only and make it's scaling based on the invisible Dummy automatic scaling, and it failed (jerking big/small) again. I wonder why, the mechanics should be the same.

#127
Quote from: Dualnames on Mon 22/03/2010 20:46:46
There's a module called DistortChar. Very handy! It can 'change' the sprites frames of all loops of a view for the duration of the whole game, just by simple command at the game start.

Thanks! I took a look at it, I need to experiment more, but maybe it can help me.

Quote from: ProgZmax on Fri 26/03/2010 08:12:51
Take your original sprites, resize them, re-import.  Done.

If you haven't read my first post, ignore the sentence below.
If you have - take your advice, unzip your pants, bend over and let your imagination do the rest.
#128
Thanks! I've tried that trick with rep_exec, but the thing is that I also want different walking area scaling to work in all different rooms; I made it so that it always takes away a point or two from scaling if the character's in a certain loop, but it comes off jerky, even though my comp is quite fast -- the character is displayed in the walking area scaling first, for an eyeblink, and then goes to the scaling diminished by the script.

I'd need something faster or radical - like, a command to automatically shrink a number of sprites.
#129
Hilfe!

After completing many-framed animations in my game I've noticed that the character is much bigger in her front loop than in left/right ones.
It's not that I'm lazy - it's just resizing them (and drawing transparency around the silhouttes) would take a lot, a big fat lot of time.
Is there a way to use some scripting magic, I wonder, to make certain loops ALWAYS scaled some percent less than other loops? Or a way to resize frames in engine?

To the rescue, oh please!
#130
I'd make a global bool "played_mouseover", and:

if (theControl == btn_a1) {
   if ((IsChannelPlaying(6)==0)&&(played_mouseover==false)) {
      PlaySoundEx(56, 6);
      played_mouseover=true;
      }
  }
else played_mouseover=false;
#131
Ah, yes, I'll make a global variable "undo_point" and functions:

function SetUndoPoint (int whichpoint) {
undo_point=whichpoint;
SaveGameSlot (undo_point, "undo");
}

function Undo () {
RestoreGameSlot (undo_point);
}

Thanks for the welcome, guys :-)
Parentland is a bit slow at daytime (save for an odd butt rash), but we compensate by night.
I'd say it may be worse than being a student, but it still beats the crap out of troubled adolescence.
#132
Erm, hello from parentland.

Ok, to the point: I've implemented an "undo" function in my game so that you can go back to the point before you died.
I've tried both ways: set restart point and save game to an unused slot.
The problem that is inherent in both ways is like this:

Imagine that early in a game you enter a room with an alligator.
The game saves automatically (or sets restart point).
The player, scared shitless by the sight of the alligator, saves his game as well.
OK, he gets past the alligator and enters another room with, say, a bomb.
The game saves automatically (or sets restart point).
The player cannot disarm the bomb, it explodes, death screen.
Now the player has two options: "undo" or "restore saved game".
If he chooses undo, he is back in the room with the bomb.
If he restores the game, he's in the first room with the alligator. Say, this time he cannot escape and is killed by this beast.
Now, if he chooses "undo" from the death screen -- he will go to the room with the bomb!

Thus, I would propose that setrestartpoint stores the game state not by saving a game, but in memory.
#133
I don't really think that saying "I don't normally sleep with stinking Nigerian whores" is particularly amusing.
#134
General Discussion / Re: AGS The Best??????
Fri 23/01/2009 04:34:27
AGS is quite mediocre, but we're here as the creator is sexy like hell.
#135
Quote from: Gepard on Mon 19/01/2009 11:56:21
Please dont dig up old threads. (is that whatyour supposed to tell them when someone doest this?) Moderator help! :)

What? Where was albesp77 supposed to ask this question?
#136
Quote from: Meowster on Sun 11/01/2009 20:42:54
Jeez Goldmund, you seem very upset. You think this thread is soley crafted simply to upset you.

Honestly, I think the thread is crafted to make me crave these:


QuoteYou think I'm really attractive and cool.

Sure, but also devastating to my cholesterol level.
#137
I'm quite happy with the short list.
Just damn look at those games -- if any of them was released commercially back in the golden age of adventure games, they would all be well-loved classics.
There's not a dud between them.
It's great that the community has rewarded "A Second Face", the game that I feared would be too original and courageous to fare well in a democratic vote.
And rightfully nominating "Sydney treads the catwalk" for the best player character proves that it's not always thoughtless blanket voting, as some of you suggest.

Really, look at the nominations again. Programming. Animation. Voice work. It's not so uniform as you whine.
Sure: ASF, Ben Jordan, Nanobots, Ben there and Limey are all over the place. But can you point to an AGS game from 2008 which is better than the 5? Maybe I haven't played a lot, but I cannot think of a better choice.

My doubts?

"Chatroom" deserves more than one nomination, but what would that be? Gameplay perhaps? Original story?
"A Second Face", as much as I love it, and it's my favourite game of 2008, doesn't have very good puzzles (I hate the fishing one...), although the textbox dialogue system can be a part of the puzzleness factor. The player character is quite mediocre as well, and the music is not original. Not that it matters much in this case.
And "Ben there, Dan that" I find very annoying, but that's the matter of personal taste.

And remember what Werner Herzog said: awards are for dogs and horses! :-)
#138
Quoteeven if I now hate half of you for your views

I'm afraid that you're working against your own cause.

Authors of such tirades always come off as a very self-righteous, judgemental person, quick to preach and quick to force your values on people. You think you're better than people who eat regular meat.
It's quite irritating, so people might start buying "intensive farmed", or whatever, food, just in spite.
I'm quite a sensitive fellow, yet your sermons made me crave a hamburger!
#139
This game is wonderful!

I couldn't stop playing, so I've spent most of my night with it and I finished at 6am.

It has fantastic atmosphere, haunting graphics, great characters and serious storyline. For me, it's easily one of the ten best independent adventure games, not only AGS ones. I loved the textbox as well!

But above all else, I love the world you've created, a world from dreams, governed by its own laws. I yearned to learn more about Gozoon trees and the mysterious margin, I cared for the cleaning woman who had no name... I can't stop congratulating you on this effort!

Have you based your universe and story on some book or film? If not, you have an amazing imagination! What a breath of fresh air after quasi-cthulhu-c-grade-horror-primary-school-fanfic of some other highly praised games ;-)

I've played it and a commercial game "Nikopol" at the same time, and it's amazing how projects with huge budgets and tons of people working on them can fail in competition with one-man's honest work.

Oh, and also congratulations for the courage in showing more adult situations; this has added a lot to the depth of the game!

Now, let's head to the spoiler area...
Spoiler
You said somewhere that this game had no "good" characters. This made me afraid that the second instalment would take place in the realm of light and be filled with goody-goody bores. One of the best features of Eye of Geltz was the moral decay of the town.
I think that if beings of dark are unhappy without the light, the light beings should also be unhappy with their dark side suppressed. I'd love it if the lady who goes to find her shadow at the ending felt the emptiness of her boring and castrating "praise the sun, do nothing evil" world.

Oh, and the "catch the eye" puzzle sucked big time... ;-)
[close]
#140
"Life is like a dream, especially for people who don't keep diaries" - Joseph Conrad
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