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Messages - Kinoko

#2161
Believe me, I make every possible use of all the loops in every view. The views may be alright, but I will definitely need more character slots. Not too many more, but I've worked out a rough number and it's over 150. I really appreciate you increasing this one seeing as I'm the only person who seems to need it.
#2162
Thanks a lot for that, it puts my mind at ease. ^_^
#2163
General Discussion / Re: Portable Author
Sun 01/08/2004 04:56:11
Notebook and a pen ^_-
#2164
It's all objective, there's no real answer. Every single person will have a different idea on whether someone is a newbie or not, and even then, there are varying dagrees of it.
#2165
I honestly think the best way to talk to women (and of course, disclaimer disclaimer, this is a very general thing) is just to be a person and like yourself. I can't stand it when guys talk to me and I can see that talking to me (or any other girl) is a "thing to achieve", some hill to climb over. I like talking to guys who are just people, and friendly, but aren't going to cry if I'm not interested in them. Perhaps it's that old desperation thing, I don't know. This does work both ways though, I became much better at talking to people once I realised we were all the freaking same on at least one global sort of level, and I liked myself and had interesting things to say.

Of course, not being single really helps, I agree ^_- You get that whole, "I don't need to have sex with you" aura and chatting is much more pleasant. In my case though, it's because I'm not single, and I'm hence, never trying to chat someone up... so perhaps that one isn't so useful.

Honestly, just like yourself, try to be confident (without being cocky) and talk to her like she's a person and not a "girl".
#2166
Quote from: InCreator on Thu 29/07/2004 18:14:28
Of course...! But from a viewpoint of PLAYER.
But I analyzed it because I (like most of AGSers here) am an adventure game maker too.

Sure, look, I shouldn't have given the impression that I find analysing a game wrong. It's a great thing for all of us making games to do. It was just that your original tone seemed to me to be like, "So, everyone likes it, huh? What's so damn good about it??". If I was wrong, I'm sorry :) My feeling was just that I liked the game and I really do think it's getting so much attention because it's just a good game (as well as 5 Days) that's fun to play. I wasn't around for the mysterious Yahtzee business, but I really doubt that has anything to do with why people like this game.

I also agree that Yahtzee is an above-average game maker. Not to put people on these forums down, but his latest stuff just has a very well put together, polished look about it. When I play 5 Days/7 Days I forget I'm not playing a professional game from years ago. Games like Pleughburg have a similar feeling, I think. It's something I'm trying to achieve myself so I'm jealous of game makers like Yahtzee ^_^
#2167
Okay, it took me many, many hours late at night and my sanity, but I got it working based on your code, Gilbot, thanks! ^_^ Your code was fine but I had to make it work in my script and fix various things up and... well, it took awhile. If anyone else wants to use the code...
This line:
Code: ags
StrSetChar(text, 16, 0); //Truncates to 16 characters, completes Step 2


Just needs to be changed to this:
Code: ags
StrSetCharAt(text, 16, 0); //Truncates to 16 characters, completes Step 2
#2168
No, you're right, it's fine. Something else was the problem, and it's fixed now.

Anyway, thanks everyone! ^_^
#2169
I don't know why it isn't working. Idle animation still works, other key functions that bring up GUIs and so forth still work, but not the character movement. Here's my entire repeatedly_execute script, just in case you can see anything obvious:

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() 
  {

//////////////////////////////////TIME////////////////
if ( GetGlobalInt (4) == 1 ) {          // Make sure timer is supposed to be running
  SetGlobalInt (4, 0);                     // Disable it so this doesn't keep getting called
  SetTimer (1, GetGameSpeed());  // Start the timer based on the game's speed so that time is measured correctly
}

if ( IsTimerExpired(1) ) {  // Once the timer has expired (one second)
  second++;                     // Increment seconds
  if ( second == 60 ) {      // Increment minutes and reset seconds if needed
    second = 0;
    minute++;
  }
  if ( minute == 60 ) {      // Increment hours and reset minutes if needed
    minute = 0;
    hour++;
  }
  SetGlobalInt (4, 1);      // Restart the timer
}

StrFormat (time, "%02d:%02d:%02d", hour, minute, second); // Format it!

//SetLabelText (12, 0, time); // Print it!

//////////////////////////////////////////////////////

if (IsGamePaused()==0) {
	// --- keyboard control ---
	int CharId, Direction, dx, dy;
	// neue Richtung ermitteln
	if ((IsKeyPressed (371) > 0) || (IsKeyPressed (55) > 0) || ((IsKeyPressed (372) > 0) && (IsKeyPressed (375) > 0))) Direction = DIR_UP_LEFT;
	else if ((IsKeyPressed (373) > 0) || (IsKeyPressed (57) > 0) || ((IsKeyPressed (372) > 0) && (IsKeyPressed (377) > 0))) Direction = DIR_UP_RIGHT; 
	else if ((IsKeyPressed (379) > 0) || (IsKeyPressed (49) > 0) || ((IsKeyPressed (380) > 0) && (IsKeyPressed (375) > 0))) Direction = DIR_DOWN_LEFT;
	else if ((IsKeyPressed (381) > 0) || (IsKeyPressed (51) > 0) || ((IsKeyPressed (380) > 0) && (IsKeyPressed (377) > 0))) Direction =DIR_DOWN_RIGHT;
	else if ((IsKeyPressed (372) > 0) || (IsKeyPressed (56) > 0)) Direction = DIR_UP; 
	else if ((IsKeyPressed (375) > 0) || (IsKeyPressed (52) > 0)) Direction = DIR_LEFT; 
	else if ((IsKeyPressed (376) > 0) || (IsKeyPressed (53) > 0)) Direction = DIR_STOP; 
	else if ((IsKeyPressed (377) > 0) || (IsKeyPressed (54) > 0)) Direction = DIR_RIGHT; 
	else if ((IsKeyPressed (380) > 0) || (IsKeyPressed (50) > 0)) Direction = DIR_DOWN; 
	else Direction = DIR_STOP;
	
	if (IsKeyPressed(65)==1) { //RUNNING - 'A' button held down
	
	   if (isRunning==0) {
	      StopMoving(GetPlayerCharacter());
	      SetCharacterSpeed(GetPlayerCharacter(), 12);
	      isRunning = 1;
	      Direction = DIR_STOP;
	   }
	
	} else {
	
	   if (isRunning==1) {
	      StopMoving(GetPlayerCharacter());
	      SetCharacterSpeed(GetPlayerCharacter(), 7);
	      isRunning = 0;
	      Direction = DIR_STOP;
	   }
	}
	
	// Vergleich mit aktueller Richtung
	if (PrevDirection != Direction)
	{
	PrevDirection = Direction;
	CharId = GetPlayerCharacter ();
	if (Direction == DIR_STOP) { StopMoving (CharId); } // 5 Stop (numeric pad)
	else
	{
	if (Direction == DIR_UP_LEFT) { dx = -DIR_DISTANCE; dy = -DIR_DISTANCE; } // 7 Home (numeric pad)
	else if (Direction == DIR_UP) { dx = 0; dy = -DIR_DISTANCE; } // 8 Up arrow
	else if (Direction == DIR_UP_RIGHT) { dx = DIR_DISTANCE; dy = -DIR_DISTANCE; } // 9 PgUp (numeric pad)
	else if (Direction == DIR_LEFT) { dx = -DIR_DISTANCE; dy = 0; } // 4 Left arrow
	else if (Direction == DIR_RIGHT) { dx = DIR_DISTANCE; dy = 0; } // 6 Right arrow
	else if (Direction == DIR_DOWN_LEFT) { dx = -DIR_DISTANCE; dy = DIR_DISTANCE; } // 1 End (numeric pad)
	else if (Direction == DIR_DOWN) { dx = 0; dy = DIR_DISTANCE; } // 2 Down arrow
	else if (Direction == DIR_DOWN_RIGHT) { dx = DIR_DISTANCE; dy = DIR_DISTANCE; } // 3 PgDn (numeric pad)
	MoveCharacterStraight (CharId, character [CharId].x + dx, character [CharId].y + dy);
	}
	}
}	   
}

#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
#2170
General Discussion / Re: I, Robot
Thu 29/07/2004 07:51:06
Exactly, isn't "Behind the scenes" footage these days AWFUL! You don't get to see some stunt double doing amazing tricks over 10 milk cartons taped together to look like a burning bus, you get to see "interviews with the actors" and "This guy who worked at the computer and made all the 3D models". *SNORE* The only time that ever interested me was in Futurama, but that stuff is decidely impressive shit. Probably because you're seeing 3D modelling that looks amazing, and isn't trying to be realistic. "Look how we made this 3D model look so much like a girl. It only cost $50k" "Oh look, there's a real girl just there, let me shoot her, that cost 10 cents".
#2171
Gil: Oops, the 2400 was supposed to calculate a minute, not a second. Again, put tht down to my brain being fried at the time.

Jet: Works beautifully, thanks! ^_^

So the timer works just the way I was after, except that I don't need it printed, I just need the game keeping track of the time variable internally so I'll get rid of that line. A new problem is that the game is keeping track of time constantly and now I can't move my character (keyboard controlled movement based around code contained in repeatedly_execute as well).

Should I put the time code into repeatedly_execute_always or something?
#2172
Excuse my language, but fuck analysing it's qualities. The fact is that most people here, like me, sat down, played the game and enjoyed it. I didn't need to think about why, I just know I was impressed by it and I had fun playing it. :) I think the game was a nice compliment to 5 Days.
#2173
Thanks everyone ^_^ The comments help keep me motivated! *shows heavily motivated muscles*

I keep updating when there's significant progress and might put a couple more screenshots up every now and again.
#2174
Thanks everyone. That cleans the code up a bit (I thought I had to convert the hour and minute ints into strings for some reason...).

The timer now displays as 00:00 but doesn't go past that.
#2175
The foreground colour is what I meant, and they are identical in a text window.
#2176
I'm trying to make a variable that will show the elapsed playing time in my game. I've made it into a GUI on screen for now just so I can see it's working. It isn't right now, and I'm a bit stumped. I know I'm doing something(s) wrong but I don't know what to change.

Code: ags

if (GetGlobalInt(4)==1) {
Ã,  SetTimer(1, 2400);
Ã,  }

if (IsTimerExpired(1)==1) {
Ã,  second+=1;
Ã,  SetTimer(1, 2400);
Ã,  }

if (second==60) {
Ã,  second=0;
Ã,  minute+=1;
Ã,  }
if (minute==60) {
Ã,  minute=0;
Ã,  hour+=1;
Ã,  }

StrFormat (timehour, "%s", hour);
StrFormat (timeminute, "%s", minute);
StrCopy (time, timehour);
StrCat (time, ":");
StrCat (time, timeminute);

SetLabelText (12, 0, time);


The label itself works, and when the timer is trigger in the game, it goes blank, and a few seconds later, reads as, "(NULL):(NULL)"... so, the format is working but the timer isn't.

I've tried putting the SetLabel line in repeatedly execute and various other things that produce the same result.
#2177
General Discussion / Re: I, Robot
Wed 28/07/2004 13:23:48
LotR is a great example of where a budget is worth while. Although they could never be sure of it's success, it was as close to a sure bet as you could get so I'm sure they could justify making it for that budget. Although any fans of the books can name hundreds of problems they have with it, overall it's a fantastic, enjoyable success of a trilogy and if a movie is gonna have a large budget, that's the sort of movie it should be. How many times in the last year have you heard that some movie or other broke records at the box office (seemingly not taking into account population growth and rising ticket prices) or broke records for movie budget? I've heard it so often I just expect that every new, bigish movie is gonna do the same. It's become pretty meaningless... which I think is a shame.Once upon a time, you could rely on something like that to tell you it was a great movie, or even a well-liked movie. These days, people just go to these movies they HEAR are big movies, then making them even bigger and so the cycle continues. Getting a bit off-topic here but I just thought I'd mention it as a part of my whole annoyance at the overuse of "big" in the movie industries these days.

Incidentally, I think my movie of the year is most definitely going to be "Supersize Me" in terms of sheer enjoyment and impact. I was quite happy to pay the Dendy's prices to see that movie (and it certainly uses a lot of product placement ^_-).
#2178
General Discussion / Re: I, Robot
Wed 28/07/2004 12:55:08
*ahem* Well, there was a certain air of exaggeration in my post back there. I'm full well of how ads work, as in advertisements before/after/between shows. Those sorts of things are actually handy to most people. How often have you been sitting through a great movie on SBS or the ABC and suddenly needed to go to the bathroom, only to remember that there aren't any ad breaks causing you to make the harrowing decision of staying all the way through the movie and crossing your legs or running off to relieve yourself while possibly missing some incredibly important part of the movie. I don't mind them when they facilitate me in that way ^_^

Product placement in movies and shows still bugs me, because I still like movies to be made as pieces of art, stupid, serious, whatever. I'm not gonna make a game and put in puzzles where you have to save a bunch of starving villagers by buying them some Macdonalds if Maccas pays me to do so. I might put that puzzle in ANYWAY but if I do, it's only because I believe the game will be better for it, or because I personally like that food and want to endorse it out of sheer appreciation for the product. Sure, the game doesn't cost me millions of dollars to make, good point.

Big budget movies often don't need to be big budget movies, I think we all agree with that. Those that do will most likely make back that money AND HOW once it's released (or even before it's released, from the game, which always comes out before the movie). Some will flop, and studios will lose millions of dollars. Maybe that'll make people think twice about making shitty movies ("White Chicks", anyone?). If movie makers are guaranteed a profit on a movie from advertising space alone, the quality of movies on the whole is gonna plummet.

I don't just forgive Wayne's World because it was honest about the product placement, but because it added to the movie. It didn't cheapen it, it didn't keep it about the same (like sneaky subliminals), it made it even funnier. I was watching I, Robot and thinking, "Okay, they're making a big point about the shoes... it wasn't funny, it wasn't cool... so the shoes must come into the movie at some point as some big thing like a clue".

The price of movie going doesn't annoy me so much anymore because I've found a great cinema that shows things on a screen just as good as the big name cinemas for about half price ^_^ The popcorn thing? Really dodgy, it's like we're giving them freaking charity. "Oh, I'm sorry cinema, you don't get that much of a cut from the ticket sales? I'd better pay 3 times as much as popcorn is worth then". If you can't sell an unnecessary product at a decent price, then tough, I say :) I know I'd actually buy popcorn if it were a couple of dollars cheaper. As it is, they're missing out on my (and just about everyone I know, and I'm sure thousands of others') business.

EDIT: Hadn't even read your comment, DG, when I made mine about White Chicks. Hurrah! Looks like everyone recognises it to be one of the most retarded movies of the day.
#2179
FANtastic ^_^ Thanks. I'll muck around with this for a bit and let you know how it goes.
#2180
General Discussion / Re: I, Robot
Wed 28/07/2004 11:00:09
Sure, but they did it without trying to LIE to us. Dirty, filthy LIES is what these other movies spread ... evil. Eeeeeeeviiiiiiil.

I think you should change "Good" and "Bad" product placement to something like "Obvious" and "Subtle" because I honestly don't feel that Sean Penn standing in front of a cupboard full of jello is good product placement :) In fact, it's all bad. It's just plain shitty that they do this. I hate advertisement! ARGH!!!
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