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Messages - Kinoko

#661
Yeah, where's this person with the little green shorts?

It looks awesome, man! Reminds me of Tin Tin or something. Don't worry about making it perfect, it looks fun :)
#662
Mordales, where do you come from?! Anorexonia?? o_O I'm shocked that you think that's fat. I won't make an issue out of it but... holy christ.

I agree, my first thought was "urg!" cause I find that neither seductive or attractive. To me, that's almost as "in your face" Mardi-gras girl as the lift of the shirt... but still, man, she's not even a little overweight. Not a tiny bit. Look at that stomach dude, I wish I had a stomach like that.
#663
Wow, rocks having you here to give these little insights, Eric ^_^
#664
Yeah, the poor kid :/

I was being serious before though ^_^ Anyone who knows other movies/whatnot where adventure game references have popped up, please let us know! I find it very interesting.
#665
Ah k, thanks.

Might I make that a suggestion for future AGS releases then? A toggle for lazy evaluation?
#666
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!
#667
Thanks SSH! God, I was hoping it was just a change in the new code... BIG relief.

Well, I'll give it a look sometime but this function has been tweaked many, many times to suit all my nit-picky little needs...

EDIT: How do I turn off lazy evaluation? I don't see anything about it in the settings.
#668
I'm a teacher, and I don't wanna say any of that stuff. I want to say, "Well, it's my last day today, bye!" and walk out.
#669
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.
#670
I think for a computer game character, the old sheepish reveal of the shoulder is a little more attractive. This is more the "I'm at a football game and I'm gonna show the blokes my cahoojas!" sort of thing. Yeah, I just made that word up. Cahoojas.

A turn to the side, some winking, or fast eye blinking... it would be a little more feminine, I think. Even a little lift of the leg. Stereotypical, but classic too. You could still have her do a front/left/right/back version, but have her turn slightly to the side in each of them.

This is the best I could find off the cuff: http://dev.newtontalk.net/~tokimi/avi/anime/lum.jpg

Its not exactly what I means, but it's just to show that a bit of a turn and feminine charms have that real sexy look.
#671
As those before me said, excellent backgrounds! I really like your graphic style. I especially like the way you drew the river... waterfall spirit guy.
#672
I started AGS with no scripting ability whatsoever and no priod knowledge of the program. 4 months later, I had finished a game that was nominated for several AGS awards. Winning none of them, but anyway, the point is that you don't need to have any skill whatsoever. Just get an idea and learn the program bit by bit, and eventually you'll be able to come up with something pretty decent! Keep going, your projects will get even better.

The whole idea of AGS is that you can start from absolutely nothing :)
#673
Critics' Lounge / Re: Roxy Fox final version
Thu 26/01/2006 04:34:30
ProgZ, that sprite looks amazing!
#674
OH MY GOD!!!!!

I was so excited I couldn't even type my name in to login here to reply to this post.


ARGH!!!!!!!

I KNEW IT! I NEVER LOST FAITH!

o_o Excuse me while I go away and sob tears of joy.
#675
It's a -big- improvement. The hair in particular really makes a difference.

I think the point about the fists is good... she just looks really angry.

You've improved the arm but it still has a bit of that "hitting the wall" look to it. I think you should make it even smoother ^_^

I think a teeny bob of the boobs would help. Like, a tiny one. One pixel.
#676
Thanks. Another probem I have is that I have a longish cutscene that needs to start with various triggers and timers, so the code ends up in pieces in repeatedly_execute.

Now, what would really solve my problem would be the ability to call blocking functions from repeatedly_execute. The fact that AGS won't allow it is what's physically stopping me. I can prevent any problems myself, by triggering the code with a variable value and then immediately changing that value but letting the rest of the script run line by line, but AGS doesn't allow for this.
#677
Do you mean to tell me that there ISN'T already a catagory for Best Picture of a Cow in an Adventure Game?!
#678
I started reading this at work, and had to stop to come home and stuff. Stuff took so long, I'm only now able to continue but by god, I wish I didnt have to go to bed soon so I could keep reading.

Oh, I'm talking about your novel. Just so you know. It's awesome.
#679
Critics' Lounge / Re: Roxy Fox final version
Tue 24/01/2006 06:46:14
(I'm gonna pretend I don't despise furries for a moment...)

I may do a paint over when I get home in an hour, because I'm not sure I can adequately describe this, but I think you need to let the hair on the right side of her face come down. As it is, it looks to me as if you've drawn her face continuing up into the hair, and it looks squarish and doesn't flow nicely.

I think the tail comes out too far on her front-on view. There's no need to make things correspond exactly to other views, but it seems it would benefit from being pulled in a bit.

I think it's important to be a tad free with the side-on views. Let a bit of her right leg show, maybe at the back from the knee. It will make the whole thing look a little more relaxed and natural. The curve in her hair is ... well, huge, but I don't think you need to be so exact with that, either.

Her legs are maybe just a tad too wide apart in the front on view, but overall, it's a pretty damn sweet figure you've drawn. The hips are well proportioned and the breasts are siting nicely. Honestly, you've done a really good job with the figure :)

HUGE improvement on 2004 though, but I'm sure you knew that ^_^
#680
Critics' Lounge / Re: Background Art - Updated
Tue 24/01/2006 06:34:16
Do what Neil did, it's a small change but it makes the background FUN!
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