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Messages - Kumpel

#1121
The Rumpus Room / Re: The Points Game
Tue 01/03/2016 12:05:56
#1122
The Rumpus Room / Re: The Points Game
Tue 01/03/2016 12:05:09
#1123
The Rumpus Room / Re: The Points Game
Tue 01/03/2016 12:03:57
9 and 3? so it's gotta be the reply number. Thats the only thing that changed between the posts. Even/Uneven maybe.

Or

stupot+ computes the points with a combination of the actual poster and his/her predecessor? But how? :-\
#1124
So you would suggest to leave the character sprite (the one that talks in the background) empty and replace it with an animated button that has the size of the screen and is using the same sprites and animations at the character sprite's location in an otherwise 100% transparent GUI? When does the Button get animated? when the player clicks on anywhere in the screen?
Or am I misunderstanding something here? 

I am still trying to do it with the BgSpeech module which uses the overlays you suggest. But my problem is the timing. I need the translator speech to be "Say" - so that the game only goes on when the player clicks it away - but the "Say" speech has to appear only when the upstream overlay with speech animation appeared. How do I time that? Does it need to be realized completely in r_e_a and r_e then? If yes, How do I simulate the "click"?

I simplified the officials speech now to a simple "*talks in german*" so that I can always use the same code. I just need to crack my timing problem. ???
#1125
The Rumpus Room / Re: The Points Game
Fri 26/02/2016 06:55:51
Code: ags
#1126
The Rumpus Room / Re: Name the Game
Thu 25/02/2016 19:16:18
Yeah. It's called Brix but I can accept that :) It's your turn Atavismus, when you tell me, if you knew that from your personal shareware games era or how you found it out ^^
#1127
yeah I know and i tried that but it doesnt work as expected. how would you code an example that does what i want to achieve?
#1128
The Rumpus Room / Re: Name the Game
Thu 25/02/2016 17:22:00
nope
#1129
The Rumpus Room / Re: Name the Game
Thu 25/02/2016 12:47:41
Here is some brain teaser beauty from the past. Anyone remember that?

#1130
The Rumpus Room / Re: Name the Game
Thu 25/02/2016 03:15:58
That is Sinistar Unleashed! It was in a popular german computer game magazine :-D Looked beautiful at it's time. I could never beat it ...
#1131
The Rumpus Room / Re: Name the Game
Wed 24/02/2016 14:30:34
yup! your turn!
#1132
The Rumpus Room / Re: Rhyming Challenge
Wed 24/02/2016 05:58:17
Okay, so that "fire" took me way too long!

In Hilton Street there is a house, with wooden frames all black.
The lovely dame that lived there once, is never coming back.

Every day she gave out coins to compensate two boys.
But shopping for the Granny Smith won't make the cost of toys.
"Dude, two bucks is not enough", the smaller one then said.
With a pretty nasty grin agreed the older lad.

When Lady Betty did her walk into the lovely morning sun,
the foxy kids sneaked in the house and the tragedy had begun.

Searching through old Lady's junk they came across a jar,
that - standing on a kitchen rack - was out of reach by far.
"That glass is full of dollar coins!" the smaller one assumed,
Some sturdy can beside the stove looked good at first, but quickly they were doomed.

While older boy stood on the can to get the treasure trove,
the smaller tried to hold that thing - and then he hit the stove.
As they got that worthy jar and sacked the coins inside,
the can's content - still on the stove - met a naturally might.

In Hilton Street there burned a house, two boys died in one whack.
The lovely dame that lived there once, is never coming back.
In Hilton Street there burned a house, the event, they say, was dire.
A can of oil, put on a stove, has been the cause of fire.


and to continue:

Have you ever heard the beat of four squaredancing feet?
No? So better go with speed to a dance school meet and greet!

next word : attempt :=


#1133
For my refugee adventure The Refuge I want to create a situation, where the arabian player character talks with a german official supported by an interpreter/translator sitting in the same room. My idea is now to let the official say some stuff with talk animation (e.g. "Hallo Herr Hamri, .... ..... ..... ..... ...... .....") wait a few cycles and let the translator say it in the language the player understands while after another few cycles the official stops talking (as in a common translation process).

I tried to solve this problem in several ways but never found a solution that a) includes speech animation when the official talks and b) shows the two speeches in parallel with the staggering disappearings.

Anybody got an idea how to code this translator situation? Any ideas are welcome! (nod)
#1134
The Rumpus Room / Re: The Points Game
Tue 23/02/2016 12:10:03
#1135
The Rumpus Room / Re: Name the Game
Tue 23/02/2016 12:06:37
Nope


ATTENTION: The second picture has been replaced!

#1137
The Rumpus Room / Re: The Points Game
Mon 22/02/2016 02:02:45
abcdefghijklmnopqrstuvwxyz
#1138
The Rumpus Room / Re: The Points Game
Mon 22/02/2016 00:12:47
I'll still leave it open to someone else to continue - early bird nets the points worm.
#1139
The Rumpus Room / Re: *Guess the Movie Title*
Sun 21/02/2016 22:28:31
You got it before me :( ;) Your turn nihilyst
#1140
The Rumpus Room / Re: Name the Game
Sun 21/02/2016 22:04:00
sry. busy days. here is another screeny

EDIT: I put in a wrong screenshot. The old one was not from the game I thought it would be.

This is a new one:



It's more of an action adventure

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