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Topics - Kinoko

#61
Do you ever play any silly games by yourself (I mean the clean kind) when you're bored at the computer? Or anywhere?

For example, sometimes without even realising it, I'll place my cursor somewhere between the lines on the AGS forum page (or any forum page), and see how many times I can move the mouse wheel and still have the cursor stay out of the lines.

'Course, that's cause I spend all day and night at the computer, I'm sure you guys cancome up with something more interesting ^_^
#62
Is there a program -other- than Real Player that'll let me play movies encoded as .rm files? I -hate- Real Player and yet I've jus spent a couple of weeks downloading... well, a lot of something, a very huge collection of movie files, all encoded in .rm format.

I tried the Media Player Classic I have, and also VLC Player (which can usually handle anything you throw at it) and both only play the audio track.
#63
Critics' Lounge / Gift of Aldora GUI
Thu 02/03/2006 06:31:55
This is nothing new, it's probably one of the first things I designed in the game. I've been looking at it for the past half an hour wondering if there's a simply way or two I can improve it, aesthetically. I actually really like it, but it's been a long time and I reckon there's room for improvement there.

I'm at work so this is the best screenshot I can offer, but it's very low res so use your imagination for a bit;



Now, I don't want an overhaul, and I don't want any drastic changes. I don't want the functionality changed because it really works exactly the way I like (you can't see it but you use the direction keys to move a little cursor around. Clicking on one of the 5 buttons at the top changes the menu, but the shape for each menu is the same so only the contents and colour change).

I do wonder what people -think- of it, and if anything bugs you about it, or if you think you know what it might need.

I'm basically sitting here with the outline drawn on a piece of paper, hoping perhaps the have the diamond/rectangle shapes a little more interesting while still being kept simple and not too "busy".

EDIT: I guess I'm thinking more of the outline of those shapes. I may just leave them as they are but... I don't know.

EDIT: Okay, new image is up with Discard instead of Delete

EDIT: New image up, redesigned.
#64
This may seem like a stupid question to ask, but I have my reasons. Namely, I want to know.

Like many people, Kings Quest 1 was one of the first Sierra/adventure games I ever played and I loved it. I love the series, I've played them all many times.

However, I -really- got into Hero's Quest (Quest for Glory). I remember being completely thrilled when I went to my boyfriends place and he had, *shock horror* Quest for Glory 2! It was a mile-stone in my life, I think. I consider that series a true personal favourite.

Anyway, I'm not interested in talking about why one is better than the other, but what I have found curious these past couple of years on this forum, is that people don't seem to hold the two on equal ground as I do.

So, is the Quest for Glory series a level or two down from King's Quest for you? I tend to think of them both as two of the greats, but I get the feeling most people only see KQ that way. Same as Space Quest.

Admittedly, I don't think of Police Quest as the same because I never played those games (but I know that's just me).

If you do think of them differently, is it because you plyed Kings Quest first?
#65
General Discussion / Johari & Nohari
Mon 20/02/2006 11:49:14
This is really interesting, if you have seen it before:

http://kevan.org/johari.cgi

A way to see what people think of you ^_^ Tell all your friends and find out if they agree with your personal view of yourself.

If anyone feels they know me enough to tell me what they think I'm like, go here: http://kevan.org/johari?name=kinoko

There's also one for negative traits:

http://kevan.org/nohari.cgi

Me: http://kevan.org/nohari?name=Kinoko
#66
Sorry to start a whole topic about this, but... if I'm writing my own function, what do I write as a parameter if I want to be able to call a character's script name? Also, can I set a variable to a character's script name? If so, can I use that variable in place of the character's script name in front of a function?

kind of like;

if (blah blah) thisthing = cEgo;

function (int charid) {
  if (charid==cEgo) blah;
  charid.Walk(blah);

etc.

#67
Advanced Technical Forum / FollowCharacter
Wed 15/02/2006 11:59:22
I need a character to follow behind my player character, but no matter what settings I try, it won't follow the way I want using FollowCharacter.

I want the second character to follow the player VERY closely (ie. Walking right behind him at all times) but I can't use FOLLOW_EXACTLY or they actually stick to the player without turning or anything.

If I pass both parameters as 1, the character still doesn't follow as close as I need, and does a zig-zag as they follow the player, instead of just actually following them.

Are they supposed to do this?
#68
I have a room that I want to scroll upwards, while also running a TypeLine function. Both work perfectly independantly but they don't seem to like each other.

I start them at roughly the same time, and they run fine, but I can't start a new TypeLineInvis until the scrolling stops. It will just wait until the scrolling is done and then run the next line of text.

Is this something to do with them both being in repeatedly_execute_always?

This is in the room script:
Code: ags

function repeatedly_execute_always() {
vpx=GetViewportX();  // Get current viewport coordinates
vpy=GetViewportY();

oPurplestars.SetPosition(0, oy1-((vpy*5)/15)); //furthest parallax object
oWhitestars.SetPosition(0, oy2-((vpy*5)/10));//closest parallax object moves
  
}

#sectionstart room_c  // DO NOT EDIT OR REMOVE THIS LINE
function room_c() {
  // script for Room: Player enters room (after fadein)
if (GetGlobalInt(28)==1) {
  TypeLineInvis("Line One,", 5, 200, 20, 160, 275, 11);
  yposit=GetViewportY();
  xposit=0;
  while (yposit > 0) {
		SetViewport(xposit, yposit);
		Wait(2);
		yposit--;
	}
}


and this is in the grobal script:
Code: ags

function TypeLineInvis (const string say, int delay, int wait, int xpos, int vpos, int width, int queue) {
if (IsGamePaused()==0) {
		StopMoving(EGO);
		SetTextWindowGUI(31);
		StrCopy(displayedline,"");
		StrCopy (line, say);
		typecount=0;
					textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);
		length=StrLen(line);
		SetTimer(6, delay);
		delaya=delay;
		vposa=vpos;
		xposa=xpos;
		waita=wait;
		widtha=width;
		cue=queue;
		}
}


In repeatedly_execute_always:
Code: ags

if (IsTimerExpired(6)) {
	  if (typecount<length) {
	    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,typecount));
	    SetTextOverlay(textid,xposa,vposa,widtha,1,1,displayedline);
	     if (StrGetCharAt(line,typecount)!=' ') PlaySound(1);
	     typecount++;
	     if (typecount==length) {
	       if (waita>0) SetTimer(7, waita);
	       else RemoveOverlay(textid);
	       } 
             else {
	       SetTimer(6, delaya);
	       }
	  }
}


Code: ags

if (cuetli==1) {
  else if (cue==11) TypeLineInvis("Line Two", 5, 200, 20, 160, 275, 12);
  else if (cue==12) TypeLineInvis("Line Three,", 5, 200, 20, 160, 275, 13);
//// ... etc
  cuetli--;
}


AND this is in repeatedly_execute:
Code: ags

if (IsTimerExpired(5)) {
  if (cue==11) cuetli=1;
}


It's a bit all over the place, but it needs to be for the function to work with all the lines I use with it. Trust me.

Basically, the final number of TypeLineInvis is the number that determines what the next line to run after it has been removed will be.
#69
Would it be possible to make the FadeIn and FadeOut functions non-blocking?
#70
I know most of these things go down in flames, and since I never participate in the competition forum, I'm probably the least qualified out of anyone to propose an idea. Plus, there's a good chance this has been done already, but...!

I just read this: http://www.somethingawful.com/articles.php?a=3574

It made me think that it'd be interesting to do a version inspired by adventure games. The good thing about this is that there are more possibilities, because it won't be limited to a single game. I think enough people here a good enough sense of humour that this would really work ^_^

There are only a few days until Valentine's Day but we could have the comp extend beyond that.

Anyone interested? Anyone interested in taking the comp up, actually? I'm not familiar enough with the forum to actually run this.
#71
I'm not even gonna tell you what's in this thread, but it's pretty damn worth looking at the whole lot to find it. Them.

http://www.ga-forum.com/showthread.php?t=84826&page=1&pp=50

So many of these girls are stupid-hot! Best costumes I've ever seen. (A lot are shithouse, but when you see a good one, it'll blow your mind).
#72
Is there some way I can get the current screen coordinates of a character? It'd be handy if I could use this with CreateOverlay
#73
General Discussion / Adventure game references
Fri 27/01/2006 09:03:15
I thought I'd pretend to be starting a thread on places we've seen adventure game references, so that I could mention this one.

In the latest Strongbad email (homestarrunner.com), SB has a disk labelled "Sam and Max" next to his lappy. Yay!
#74
I'm so sick of this function giving me trouble. *sigh* Anyway.

I've noticed that most of my TypeLine functions have stopped working properly. The code has -not- been touched, and the only change has been that I've started using v2.71. The thing is, I can't figure out why that, if it is indeed that reason, would make any difference.

I have several slightly different custom TypeLine functions. One of them still works, and the rest don't.

This is the one that still works:

Code: ags

function TypeLineInvis (const string say, int xpos, int vpos, int width, int queue, int delay, int wait) {
if (IsGamePaused()==0) {
	StopMoving(EGO);
	SetTextWindowGUI(31);
	StrCopy(displayedline,"");
	StrCopy (line, say);
	typecount=0;
        textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);
	length=StrLen(line);
	SetTimer(6, delay);
	delaya=delay;
	vposa=vpos;
	xposa=xpos;
	waita=wait;
	widtha=width;
	cue=queue;
	}
}


in repeatedly_execute_always:

Code: ags
if (IsTimerExpired(6)) {
	  if (typecount<length) {
	    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,typecount));
	    SetTextOverlay(textid,xposa,vposa,widtha,1,1,displayedline);
	     if (StrGetCharAt(line,typecount)!=' ') PlaySound(1);
	     typecount++;
	     if (typecount==length) {
	       if (waita>0) SetTimer(7, waita);
	       else RemoveOverlay(textid);
	       } 
             else {
	       SetTimer(6, delaya);
	       }
	  }
}
else if (IsTimerExpired(7)) {
  RemoveOverlay(textid);
  SetTimer(5, 40);
}


This is one that won't work (the rest are all very similar to this one)

Code: ags

function TypeLineSay (const string say, int xpos, int vpos, int width, int delay, int wait) {
if (IsGamePaused()==0) {
	StrCopy (line, say);
	
	StopMoving(EGO);
	SetTextWindowGUI(1);
	  textid = 0;
	  length = 0;  
	  int i=0; 
	  StrCopy(displayedline,"");
	  textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);
	
		  //get string length, to know how long the loop must run
	  length=StrLen(line); //set string length
		 //start loop
	while((i<length) && (1||(WaitKey(delay)==0))) {
		 // pick character at position "i"and stick it at the end of string "displayed line"
	    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,i));
		 //set textoverlay as displayedline
	    SetTextOverlay(textid,xpos,vpos,width,1,1,displayedline); 
	
		 // if a space is added to the string do not play a sound, else play a 'tick'
	    if (StrGetCharAt(line,i) == ' '){
	   }
	   else{
		PlaySound(1);
	    }
		   //increase the loop counter
	    i++;  
	   if (i==length) if (wait>0) WaitKey(wait);
	   else if (wait == -1) while (IsKeyPressed(keyx) == 0) Wait(1);
	   }
	 RemoveOverlay(textid);
	 Wait(5);
}
}


The functions are working, but the second example isn't "typing out", the full text just appears straight away, no matter what I set the 'delay' as. So, I think that delay is the problem, but... I have no idea why.
#75
This will be the 3rd "Release Something!". Thanks for making the previous two such successes, everyone!

ABOUT RELEASE SOMETHING:
This isn't a competition as such, just a big free-for-all where we can all showcase our talents. Basically, a date is set for "Release Something!" Day and on that day, people are invited to post to this thread anything they like, really. For example, some sprites,Ã,  screenshots of your game, music, sound effects, backgrounds, rooms, a plugin, a storyboard, a demo, or if you can manage it, a full game. Heck, even if it's 95% done or 1% done, if you wanna release it, you go for it!

WHEN: (that is, NOW!)
This one will happen on February 14th, Valentine's Day. This is about a month away, which I think is a good amount of time for you to either get started on something, or finalize a current project :) Of course, nothing needs to be FINALIZED for this. You can release something at ANY stage!

Remember, anything you want, as little or as much of it as you want! Get working, people!
#76
I know there's something ridiculously obvious I'm not seeing, and I'll probably regret posting this, but here goes.

I'm trying to have the screen scroll upwards in my game. This code worked fine;

Code: ags

yposit=680;
while (yposit > 80) {
    SetViewport(320, yposit);
    Wait(2);
}


But the problem was that I need this code to be unblocking, so I tried this:

Code: ags

yposit=680;
SetGlobalInt(27, 1);
while (yposit > 80) {
  if (GetGlobalInt(27)==1) {
    SetViewport(320, yposit);
    SetGlobalInt(27, 0);
    SetTimer(12, 2);
  }
}

//and in repeatedly_execute_always:

if (IsTimerExpired(12)) {
  yposit--;
  SetGlobalInt(27, 1);
}


This time, it hangs. The while is being run without the script moving on. For the life of me, I can't pinpoint why. I've never been very comfortable with while statements so I'm not sure if this method is possible or not.
#77
This isn't a how-to question. This is merely a kind of poll. I'm interested in what method other people use to create a "demo" of their game.

So, you've been working on your game for enough time that you thing you'll release a demo.

The way I see it, there are three choices (please tell me if you do something else ^_-)

1. You create a "New Game" and basically plonk everything the demo requires into that, effectively creating a demo seperate to your actual game.

2. You simply make sure your game starts and ends at where you want the demo to start and end, and upload the whole thing (meaning, the player can only access the parts you want in the demo but there are other rooms and codes, etc in the executable file).

3. You've been working on your game in sequence, so you upload it when you've created enough for "the demo", you upload the whole thing.

I'll be doing this soon. I think that if you have a small game, it's not much of an issue, but since I've been working on the game all over the place, and there are already so many large files in there pushing the file size up, I might consider making a seperate demo with only what's necessary for that.

Dunno. But anyway, it got me thinking about what most other people do.

So, what do you do?

#78
I don't mean to just start a random thread about a band I like, but I'm having a lot of trouble finding people that share my love and respect for this band. I've always been a fan of their songs, and really got into them a few years ago with another friend. I chose last year to 'rediscover' them as such and I still just adore how original, beautiful and above all, -fun- their songs are.

They had a LOT of success with Female of the Species but that's about it, really. I was always just a tad surprised the public let them go so easily.

Whenever I mention them these days, the overall majority of people seem to have something quite bad to say about them. I mean, I could understand indifference, but recently all I've found is people saying they were one of the worst things to ever happen to the British music scene.

I can't help but be baffled by this.

So, if you're a fan, please do speak up. If you hate them, please let me know why because I just don't get it o_O
#79
I've been thinking a bit lately, just lightly, about whether I should change my last name when I get married. This could still be over a year away but I feel like it's gonna take that long to make a decision.

The problem is I don't feel either way on the subject whatsoever. I don't care and I can see ups and downs on both sides. I don't have any moral beliefs or religious beliefs that dictate whether I should keep my last name or take my husbands and he feels exactly the same as I do on the subject so it's purely up to me and doesn't matter much either way.

I like my last name, and I've had it forever. I like his too, and it would certainly be interesting to see how it feels to have a different name. It would make some legal matters easier I suppose, to change, but then again keeping it the same would mean I wouldn't have the hassel of changing it in various places either so ... I feel like it's even on both sides!

I was wondering if anyone had any thoughts or input on the subject. Have you done it? Know someone who kept/changed their name? Any problems I'm not forseeing? I'm completely on the fence about this right now, as I just don't care @_@ I'm 100% happy to do either.

(Yes, I've considered the fact that perhaps men could change their last names but if my fiance doesn't specifically want to, it's not worth making an issue about it, whereas I will specifically be asked at some point).
#80
Hurrah! I'm back at work!

No, wait... I mean, damn.

I didn't see another thread about this, so I wanted to see how people spent their holidays. I'm assuming you all had holidays. If not, it maybe better leave the crazily funny "I spend my holidays at work" or "Holidays?? What's that?" posts. You can post that if you like though!

As for me, I spent two weeks with my fiance who came over to Japan to see me. We spent 4 days in Tokyo (2 in beautiful, traditional Asakusa and 2 being treated like royalty in an AMAZING hotel that ate up my paycheck like you wouldn't believe - well worth it!), one day at the foot of Mt Fuji, both of us seeing snow for the first time, and then the rest in my home prefecture, mostly sick but enjoying our time regardless. I saw him off in Tokyo last Friday, got back home at midnight and got up the next morning for a 3 day English Discovery Camp where I had an absolute BLAST. Who would have known lawn sledding could be SO much fun?

Despite not being ready to tackle school again and teach my "home" kids, I'm back feeling quite refreshed and rather glad that I can just get back into a normal routine again.
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