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Messages - Grok

#241
Quote from: Hobo on Mon 10/08/2015 22:23:20
A little something to liven up the competition, can't have people winning by default :)

[imgzoom]http://i.imgur.com/kFaRWxX.png[/imgzoom]
Anyone else joining? There's still a couple of days.


Another very nice entry. :)

Hopefully we will get to see a couple more. Still a few days left.
#242
Hints & Tips / Re: Hendrix' Island
Mon 10/08/2015 19:50:01
Quote from: Mandle on Mon 10/08/2015 15:41:08

I actually had a problem with that puzzle where I:

Spoiler
Stopped playing the flute sounds by selecting another flute hole early...And then it did not work that time...

The next time I waited until the tunes had completed before selecting the next flute hole and it worked...
[close]

Spoiler
You shouldn't have to wait for one tune to end to play the next. The test for right or wrong tune is on the button on-click.
I've tried going fast a couple of times and it worked for me.
Could you just have got the tunes in the wrong order?
[close]
#243
Hints & Tips / Re: Hendrix' Island
Sat 08/08/2015 19:07:58
Quote from: Michael2968 on Sat 08/08/2015 15:57:59
Thanks I appreciate your help. I finished the game.

Michael

You're welcome :)
and thank you for playing the game.
#244
Use
SetViewport(x, y)
#245
Hints & Tips / Re: Hendrix' Island
Sat 08/08/2015 14:26:28
Quote from: Michael2968 on Sat 08/08/2015 14:16:30
I am in the part of the game where you have to
Spoiler
climb up the statue to get to the book. I can get halfway up the statue but I can't get any further.
[close]
I would appreciate any help anyone could give me with this.

Thanks,
Michael

Spoiler

That's not the way to do it.
Listen to the Oracle. Look at the problem from another perspective.  ...and be persistent. You might need to keeping trying something that doesn't seem like it would work.

[close]
#246
For having the bunny walk around without interacting with it you could do something like this

on load you start a timer

Code: ags
SetTimer(1,1000);


In room_RepExec() you test if the timer has expired, If it has you walk the bunny and reset the timer. The bunny will then repeatedly walk to different spots in the room with periods of waiting between each walk (depending on what time you set the timer for).
Code: ags

if (IsTimerExpired(1))
{
  cBunny1.Walk(Random(999), Random(399), eNoBlock, eWalkableAreas);
  SetTimer(1,1000);
}


You could make the the intervals between walking more random if you want to.

Code: ags
 SetTimer(1,1000 + Random(500));


For the animation between walks you could use the characters IdleView.

#247
Could  invWindow.Clickable=False or invWindow.Enabled=False give you what your looking for? Never tried them myself but from the description in the Help-function in the editor it sounds like one or the other could do the job.
#249
Just a friendly reminder that it is high time to get your magnificent men and fantastic flying machines ready to enter into this jam.
Last day of entry: 14th of August


This picture is NOT an entry, since I'm the host (if that is the correct word) and will be counting the votes :)

(...and No, I'm not green, ... except when I get really really angry!)
#250
Thank you sthomannch and ThreeOhFour :)

@ Bulbapuck  I greatly appreciated the YouTube walk-through (mentioned in the competition thread) It did put a big smile on my face. :D

I thought I should make some comments about monkey grammar and some other stuff that might be somewhat interesting (or maybe not). I'll put those comments between "hide markers" as there could be a little bit of spoiler in there. Not that much though.

Spoiler

I've had a couple of comments on the monkey talk puzzle, saying that the solution is using bad grammar. Instead of "coconut give me please" it should have been i.e. "give me coconut please".

That is assuming that monkey talk use the same grammar as English, but way assuming that? Different languages have different grammatic rules such as in which order you should put together a sentence. In Japanese (and in Klingon, i believe) the word order would have been correct. So why couldn't this be correct grammar for monkey talk? :D

In the game. Hendrix will name the monkey in the tree Charlie Chan if you look at it.
Jimi Hendrix had a pet monkey named Charlie Chan in real life. (Charlie Chan being a fictional American detective of Chinese origin, based on an actual person.)

In the book shelf there is a book by the name, Electric guitars for dummies. If you try to pick it up, Hendrix will say, that he will read that some day. This indicating that he had at this point not yet learned to play the guitar. That's way he is playing the flute in the game.

For the wishes at the wishing well I had planed to have some quotes or song lyrics connected to Hendrix but I didn't find anything I thought worked very well. So instead I took lines from the song "Mercedes benz" as sung by Janis Joplin. They where contemporary, moved in the same circles and was even for some time a couple I believe.

Both sadly also members of the 27-club.

[close]
#251
Quote from: Gfreezie on Mon 03/08/2015 03:00:50
Theres absolutely no way? I cant say something like cego.move(cegoX-12,cegoY-12,eanywhere,eblock)>

Most things are possible. You could even write your own "walk to"-function with offset possibilities for individual frames (provided that you have the know-how). Sometimes it is just more work than it is worth.

The easy obvious solution here seems to be to fix your sprites so that the character is centered in each sprite and that the bottom level of the sprite is where the characters feet touches the ground (or would have touched the ground if both feet are up in the air in some frames). Is there any reason why you wouldn't want to do that instead of making a more complicated solution in the script ??? 

If there is a problem with fixing the sprites, it's probably that problem you should try to solve.
#252
OK, finished.  Nice mode. More violence than I'd expected. Glad for saving at a strategic point. :)
#253
Started playing. Very nice this far. Love the mode and the craziness of an all Jimi cast. :)
#254
Played through the game. Quite nice. Lovely graphics. I did have a bit of difficulty with operating the inventory, but nothing major and that might just be me. :)
#255
Quote from: Shadow1000 on Fri 24/07/2015 14:50:35

There are 15 of them. Which one is the intended one? Did you design and test the game in full screen? If so, which one did you use?


I've designed the game in windowed mode, which is the mode that I prefer. I did test it in full screen mode. With 2x nearest neighbor it worked fine for me. I'm not knowledgeable enough about the technical side of fullscreen to have an answer to how those things work. I assume it might be different depending on which monitor is used (and possibly other stuff too), and that that is why there are 15 filters. But that is only my guess.

Sorry for a late reply.

Quote from: Hobo
I had some difficulties with the same puzzle as Cassiebsg and would have also appreciated a save option.
The game could use a bit of additional polish, but otherwise it's a neat MAGS entry. Good job! Eagerly waiting for Jacqueline White.

Yes, that puzzle can be difficult to get. (nod)

Thank you for the nice words.

A lesson I'll take with me from this is to include a save option.

Working on implementing a hints system for Jacqueline White right now. :)



#256
I am assuming that AleMug is an object in your room that you want to go invisible when the player picks up the inventory item, and that that is the part that doesn't work.

If so, you could do it this way.

Get a global variable. It could be bool bAleMug and you initially set it to false.

In the dialog you substitute the "AleMug.Visible = false;" line with "bAleMug=true;"

In the room script you set under the repeat function

Code: ags
if(bAleMug==true)
AleMug.Visible = false;



That should work.
#257
Quote from: Stupot+ on Mon 27/07/2015 23:48:22
Woah, Grok vs Gurok (and CatPunter).
It's like Batman vs. Bateman  ..... And Bale could reprise both roles ....
....

I want to be Batman. Bateman isn't crazy enough for me.  And I would like to be played by Bruce Willis.

@Haggis  Hope you have fun

@ CatPunter and Gurok    Looks good

#258
Quote from: Twesty on Sat 25/07/2015 17:29:24
My entry is a tribute to one of the greatest aviators of all time.


Nice entry

One of the greatest aviators indeed, even thou he kept being shoot down by the Red Baron. Damn you Red Baron!!!
#259
Critics' Lounge / Re: Character concepts
Sat 25/07/2015 17:33:58
Quote from: Blondbraid on Sat 25/07/2015 16:30:59
I suppose another source if inspiration for me has been the last season of Blackadder, where they used black humor to point out the absurdity of war.

That's a great source of inspiration.

The spotter looks fine to me.
#260
Quote from: Mandle on Fri 24/07/2015 07:54:29
YAAAAAAY for the Space 1999 Eagle!!!

That was a good serial :)
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