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Messages - Kinoko

#1641
Andail - it's GORGEOUS! If I could paint/draw like that, I'd spend all my time in front of the mirror just smiling at myself.
#1642
This always seemed to me to be one of the most promising projects I'd ever seen here :\
#1643
Actually, it's not "my" function at all, I didn't write any of this. I er, can't remember who did but it was someone else's doing.

I have modified it over time though, so that's why I took the "int" from the textid=0 line (I guess it didn't occur to me to get rid of the whole line, but I always like to make extra sure variables are valued at what  they should be anyway). I see your point though.

I do need declare those ints outside of the function though, I have other functions that use them.
#1644
I actually hate it when people just tell me out of the blue things like, "You should have made the graphics better". If I were in the critic's lounge, fair enough, but it seems like people don't realise that when I do graphics, I didn't perposely make them crappy... that's the best I can do! @_@ Or at least, the best I could do at the time. I probably could have improved one thing here and one thing there, but overall, that's my limit.
#1645
General Discussion / Re: Many Forms of Piracy
Fri 18/03/2005 00:17:22
Helm: So you agree that games are overpriced but you can't understand where desire to keep your money isn't always eclipsed by wanting to play a game? There's very definitely a limit for me. It still shits me that XBox and Gamecube games cost so much, let alone PC games. I pretty much never buy PC games and it's because I just can't justify the price. It's ridiculous, and Mr. PC game company, your game probably isn't worth that much of my money.

I can make my own god damn games for free! ^_^
#1646
I have that, and have been giving it to friends for presents for awhile now ^_^ The Darkness likeness is uncanny.
#1647
Argh! I'm blind. There was another WaitKey in there and I got rid of that one, I forgot about the other >_< It passed me right by...  how many times must I humiliate myself in this forum? -_-

Thanks stuh!
#1648
I've just noticed in one of my TypeLine functions that even though I've set a rather slow delay for the text speed, if you press or hold down a key while the text is "typing", the text will seem to ignore the delay and type the next letter straight away.

Here's the code, though for the life of me I can't see what the problem would be.

Code: ags

function TypeLineInvis (string say, int xpos, int vpos, int width, int delay, int wait) {
if (IsGamePaused()==0) {
	StrCopy (line, say);

	StopMoving(EGO);
	SetTextWindowGUI(31);
	//declare local vars
	  textid = 0;
	//initialise vars
	  length = 0;  
	  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) Wait(wait);
	   }
	 RemoveOverlay(textid);
	 Wait(5);
}
}


I tried blocking keypresses in on_key_press while this function is running, using: if (keycode==keycode) keycode=0; but that didn't work. Of course, it might have been stupid to try keycode==keycode.
#1649
Really cute, I love the graphic style and the colours are fantastic (I love colourful games!).

One thing though, and I'm rather surprised noone else has mentioned it ^_- VegEmite.
#1650
General Discussion / Re: "Seinfeld" moments
Thu 17/03/2005 00:41:59
Defintiely had a LOT of moments like this, and I always think of Seinfeld afterwards.

Can't think of any off-hand though @_@ That's the problem with moments like these, they aren't terrible memorable.
#1651
I actually love cel-shaded 3D when it's done right. Jet Set Radio, Giftpia... these games make it beautiful.

I have absolutely 0 problem with people saying they like 2D art better when a 3D game comes out. It's just an opinion and one  I typically share. I find a lot of 3D artists try to win their aguments technically, like "But it's better because of this and this!". It's all still objective. It doesn't matter how technically perfect 3D is, I still adore old 320x200 2D art and it'll always be that way for me.

I'm not saying YOU had that argument, er, I just got to thinking about it because of your topic ^_^ Theres my 2 cents.
#1652
Because it had all gotten a little out of hand, I think.

Alkis, I'm sorry you were so offended and I'm sorry we were all so harsh, but my comments stil stand. I was just trying to get you to realise that obsessing over scores and votes will only lead to disappointment. I DO think you were obsessing a bit too much. I DON'T think that's a crime, but it's not good for you. Trust me, you'll be a lot happier in general when you let things go and only think about the good comments you get from the game, and accept the bad ones as genuine criticism and try to use it to improve. Even when people are being narky (and a lot of people on the internet are just like that no matter what the issue), it's best to let it slide.
#1653
There are a few ways, but one would be to create a GlobalInt, say #5, and say that (ifGetGlobalInt(5)==3) then OpenDoor... whatever script you use for that.

Then, if lever 1 is up, +1 to the GlobalInt. If it's down, -1.
If lever 2 is down, +1, if it's up, -1.
If lever 3 is up, +1, if down, -1.

This should ensure that GlobalInt(5) can ONLY equal 3 when all levers are in the right place. Of course, doing it this way, you'll have to take into account where the levers are at the beginning, eg. If lever 1 begins up, GlobalInt should already equal 1.

Er, there's probably a simpler way, but that's the first thing that came to mind. If it's all contained within the Global script, you don't need to use a GlobalInt either, just an int like 'levers' would do.
#1654
Hey, and you can't argue with the masterful animation in Cirque de Zale. I actually hired an animation studio in America just for that animation where he sits up on the beach. I swear, sometimes I forget it's a computer game when I look at it... ^_^
#1655
Bloody hell alkis ^_^ I'm afraid after reading some of those quotes (thanks Lucasfan! They are funny... should I be ashamed?) I have to say you definitely need to take a more relaxed attitude to your game. Nothing makes a game seem cooler than letting it speak for itself. When you have the creator defending every little thing about it and making it out to be something people should be worshipping, it will get on people's nerves, or at least make them less inclined to play your game.

Just be cool, like with sunglasses on and a backwards cap - the whole deal!
#1656
Yep, agree 100% also ^_^. We all get so used to saying "graphics don't matter" because of our interest in adventure games that some people seem to take that to mean, "You don't even have to try". I'm instantly turned off by someone not including screenshots of their game, or showing absolutely no sign of effort graphically. It doesn't have to be amazing, it just needs to show signs that you cared. Even though I don't expect super duper graphics, I hate seieng MS Paint slap-together jobs too, or games made out of all ripped graphics.

I've always think the best way to promote an AGS game is to include a nicely put together thread about it, including screenshots and a breakdown of the story, in the Completed Game Announcements forum, plus add it to the main ames page. Nothing works like word of mouth - if your game is truly enjoyable, everyone'll know about it in no time. Mind you, it doesn't hurt if you know some other gaming forums to pimp it on. I always think having a webpage for the game is a good idea (even though I never got off my ass and did one for Cirque) but one thing I hate is when the game's thread just points you to the webpage and doesn't just give you a straight up link to the zip file. I don't really know why, but I just hate having to read about a game in it's thread, THEN go through another webpage, possibly following several links and rummaging through several bits of info I either already knw or don't care about just to get to the game file.

A game speaks for itself, really.
#1657
"First time player enters screen"... doesn't it run after fadein? I was sure it did.
#1658
*sigh* This is actually funny.

People, people, calm down. Of course you can make a cutscene at the beginning of a game. Which room does your game start in? Just write the code for the cutscene in that room's script. Probably the 'First time player enters room' section would do the trick. It's as easy as pie.
#1659
I was desperately trying to neaten my global script up recently, noticing it was over 6000 lines long or something. I've gotten it down to the 4600s from that, but it's no doubt going to skyrocket again soon seeing as the game has so long to go.

Cirque's global script was ~2500 total. This got me wondering what other people's completed game global script line counts were like. So, people, if you've -completed- a game, how big is your global script?
#1660
Well, I for one didn't notice the advertising of Other Worlds because I never even really noticed the game existed before this thread started up. I don't know why, it just happened that way.

I haven't finished the game, but it's pretty cool so far. As a result of this thread, I had a look at your 'completed game' thread to see what people were talking about.

First of all - 3.5 years? Holy hell, if I could stay on a project for that long the universe itself would end. My definite er... "props" to you for that one, I'm impressed. Having worked on such a long game for such a long time, you're fully entitled to 'pimp' your work, I did it plenty with my tiny-in-comparison Cirque. I was REALLY happy it was out and I was even happier to be getting good feedback.

I must say though, and I'm sure you're over it now because it's been a few months, one big mistake you can make that will be the end of you is putting too much emphasis on scores, and percentages, and reveiwer comments. That little percentage thing in the game's profile - just forget about it, don't look! You sort of have to take these things in your stride, or with a grain of salt... I don't know which phrase I mean. Either way, don't take them too seriously because you'll start spending all day looking at them and then you'll get suicidal when a score drops or isn't as high as you expected.

I think you have to look at the AGS Awards that way too. Admittedly, my game got nominated for more things that I would expect. Am I gonna complain about it? Nosiree! ^_^ It's great. At the same time, I wouldn't mind if it didn't get nominated for anything. I'd be a bit disappointed, sure, but ... 1. It's just not that big of a deal. 2. There were a LOT of excellent, quality games that came out in 2004. Noone can deny that. Even if you think yours is better, and you're entitled to, you have to understand that your opinion is biased. I personally liked the Apprentice 2 and 7 Days more than anything else this year (though having recently playing JP and Cosmo... wow!) and I know a lot of people wouldn't agree with me. That's just the way I see it. People look for different things in what makes a game worthy of an award. Even if they personally enjoyed a particular game more than the one they nominated, they may be nominating what game they think is more public-ly appreciated, or the one with the LOOK of a good game, regardless of lacking in story.

I'm personally guilty of this, I just adore a professional looking game, which is partly why Apprentice and 7 Days bowled me over. When I forget I'm playing a game made by an amateur, I -really- get a respect for it and that's part of what goes into my decision making for best games.

I've sort of forgotten what my point was here, but er... well, take it like a man, I guess :P (in a nice way). You just have to suck these things up, because nothing good will come of voicing complaint. I know it sounds harsh, but the fact just remains that people tend not to like sore losers (again, NOT calling you a loser here, it's an expression).  Even though I think your game (so far) is great and impressive, I actually did roll my eyes when I first saw this thread, to the tune of "Oh well, looks like SOMEONE'S sour about the nominations". Nothing specific to you, but I bet I'm not the only one, is my point. I just think in times of disappointment like this, it's best to stay quiet and preserve some dignity - or rather, "coolness".

I think this post sounded pretty harsh, I'm sorry for that.
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