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Messages - Gurok

#1621
The Rumpus Room / Re: *Guess the Movie Title*
Sun 18/05/2014 09:36:19
Quote from: Ben X on Sun 18/05/2014 08:58:22
Quote from: Gurok on Sat 17/05/2014 21:27:56
Bill and Ted's Excellent Adventure?

Correct! The medals gave it away, didn't they?

Absolutely, and the shape of the ice cream. I love that movie. It taught me what a dick Napoleon was. :D

Here's one that should be obscure enough:

#1622
The Rumpus Room / Re: *Guess the Movie Title*
Sat 17/05/2014 21:27:56
Bill and Ted's Excellent Adventure?
#1623
Tentatively titled "The Lock Pick":

#1624
I hope they'll use some of these funds to fix the animation timing in their engine. Backed! :D
#1625
Concept: jwalt
Artistic Execution: jwalt
Playability: jwalt


Edit: Sorry, I missed the voting info. first time around.
#1626
The Rumpus Room / Re: Name the Game
Tue 13/05/2014 00:08:07
Oh sorry, monkey424! We have the same awesome taste in games. I guess it's GarageGothic's turn next.
#1627
The Rumpus Room / Re: Name the Game
Mon 12/05/2014 15:09:55
I have it installed! It has a really awkward interface for using your inventory and notebook. I never got past the first few screens or so. Anyway...

#1628
The Rumpus Room / Re: Name the Game
Mon 12/05/2014 14:34:00
Daughter of Serpents (The Scroll)?
#1629
Quote from: Monsieur OUXX on Sun 11/05/2014 00:37:17
I'm done. What do you make of that?

The sky looks good.
#1630
Amazing screenshots. Ancient humanity with super advanced technology has always been one of those semi-believable premises. I think Chariots of the Gods had many examples of religious artefacts that could be explained away as technology. It will be interesting to see how you handle active pyramids/ziggurats and the purpose of the various fixtures within. Good luck! You've got me interested!
#1631
Act I was really good, but I feel like this game might be suffering from awesome intro syndrome. Act II didn't grab me in the same way and didn't have the same polish even after it was so delayed. I'm jealous of the story idea though. Would love to do something similar.
#1632
The Rumpus Room / Re: This got me thinking.
Wed 07/05/2014 06:05:14
Hmm... philosophers don't stare at shadows on a cave wall. People do.

I had trouble deciphering your sentences at first. The format:
<Subject>s don't <verb> <object>s. <Object>s do.
is actually clearer.

Toasters don't toast toast. Toast does.
Game programmers don't program games. Games do.

There is also the question of whether toasters toast toast or they actually toast bread. Too big a quandary for me.
#1633
1. Babar
2. AprilSkies
3. bicilotti
#1634
Editor Development / Re: AGS 3.3.1 - Alpha 1
Mon 05/05/2014 07:23:59
Quote from: Crimson Wizard on Sun 04/05/2014 17:32:46
I think you should make a notice which features are from 3.3.0 update, to prevent possible confusion.

You're absolutely right. For now, to avoid confusion, I've completely removed the sections about upscaling and resolution selection. Are there any other 3.3.0 features I've listed by mistake? I didn't realise upscaling was already present in 3.3.0. I just went through all the commit logs in order. Sorry!

Quote from: monkey_05_06 on Sun 04/05/2014 20:44:25
I made a combined build of the new 3.3.1 alpha with the Linux compilation. Hope you don't mind me piggybacking this onto your release. (roll)

https://bitbucket.org/monkey0506/ags/downloads/3.3.1%2Blinux.rar

I have included a link to this in the main post. I don't see why this couldn't be part of 3.3.1 alpha 2. I saw your thread and branch about this feature and was wondering why there wasn't a pull request yet.

I can't test how the builds work because I don't run Linux. They certainly seem like they're being built though! I guess I could try it out in a VM at some point.

The "linux" directory, however, does feel wrong to me somehow. I know that the directory structure of an AGS game isn't great to start with, but it would be nice to organise the directories like so:

Compiled\Windows\
Compiled\Linux\

And then, of course, if "automatically build for all available ports" is unchecked, revert to the old behaviour of dumping the Windows .exe directly into compiled:

Compiled\

But I don't know... would that kind of reorganisation break anything? We might need to update the editor "delete all" code so that it recursively deletes directories inside Compiled\. Having this kind of hierarchy would also ensure Linux files are deleted when the editor rebuilds for Windows only.

Edit: Oh gosh, sorry monkey_05_06, I probably should have posted this in your test thread.
#1635
Editor Development / Re: AGS 3.3.1 - Alpha 1
Sun 04/05/2014 15:48:14
Okay, I've updated the first post.
#1636
I'm hoping this is not considered presumptuous, but I'd like to bump the build number and the version numbers in the repository and release what we have as "3.3.1 alpha 1". If CrimsonWizard obliges, I'd be happy to update this thread with the changelog. Or if you prefer, CrimsonWizard, you can start a new thread for 3.3.1 alpha 1. What do you think?

Among the changes since this test build are better screen resolution selection, fixed building after moving script folders around and extra operators in scripting (e.g. *=, /=).
#1637
I'm not sure about question 1. To move my text GUIs down a few pixels, I used top borders that were padded with about 10 pixels of transparency. Actually moving the boxes around might be possible, but I haven't discovered how.

I think I can help you with question 2 though. This is roughly how I did it:

Code: ags

// In header (e.g. Character.ash)
#define Character_ANIMATE_DELAY  4

bool  Character_Initialised;
int   Character_Chat[ ];
bool  Character_Spoken[ ];

import function SetChatView(this Character *, int chat);

// In module (e.g. Character.asc)
function InitialiseCharacter()
{
	if(!Character_Initialised)
	{
		Character_Initialised = true;
		Character_Chat = new int[Game.CharacterCount];
		Character_Spoken = new bool[Game.CharacterCount];
	}

	return;
}

function SetChatView(this Character *, int chat)
{
	InitialiseCharacter();
	Character_Chat[this.ID] = chat;

	return;
}

function repeatedly_execute_always()
{
	int index;
	bool speaking;

	InitialiseCharacter();
	index = Game.CharacterCount;
	while(index > 0)
	{
		index--;
		if(character[index].Room == player.Room)
		{
			speaking = character[index].Speaking && character[index].SpeakingFrame > 0;
			if(speaking)
			{
				if(!Character_Spoken[index])
				{
					character[index].LockView(Character_Chat[index]);
					character[index].Animate(character[index].Loop, Character_ANIMATE_DELAY, eRepeat, eNoBlock);
				}
			}
			else
				if(Character_Spoken[index])
					character[index].UnlockView();
			Character_Spoken[index] = speaking;
		}
	}

	return;
}


I tend to extend the built-in objects where I can. In your game_start(), you can just call something like this:

Code: ags
cFred.SetChatView(FREDCHAT);


If you have 2-3 frames of chat animation for your walking sprites, this will work really well. It starts when the portrait starts talking and stops when the portrait stops, so if you have pauses at the end of your dialogue, the characters won't go on chatting while the portrait is paused. Hope this helps!

Oh, I might add. I tried this, but found it visually confusing in the end. It's odd, but when both the portrait and the regular view are animated at once, your eye is drawn to two places, one of them not where the text is.
#1638
The Rumpus Room / Re: Name the Game
Fri 02/05/2014 11:13:33
Heh heh. Alright, I'll quit hogging the spotlight. Your turn Miguel!
#1639
The Rumpus Room / Re: Name the Game
Fri 02/05/2014 10:29:54
Unfortunately, that's not it. But here's another clue to narrow it down further. It was published by WizardWorks Software.
#1640
The Rumpus Room / Re: Name the Game
Fri 02/05/2014 01:12:34
Oh, I didn't realise this would be so obscure.

Okay. Umm... the name starts with an E. It's a one word name with eight letters. It was re-released in a deluxe CD edition in 1997. I don't know how much more I can give away, but I'll keep dropping hints. :D
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