I thought City Hunter was great.
Completely different from the Jackie Chan I'm used to, but ridiculous and hilarious for it.
Completely different from the Jackie Chan I'm used to, but ridiculous and hilarious for it.
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Show posts MenuQuote from: Pumaman on Wed 09/02/2005 18:53:17
I would be wary about incorporating any lossy image formats into AGS, since whenever the room is re-saved the image would be re-saved, and you'd lose some quality each time. PNG support looks like the most likely candidate for an alternate compression method.
Quote from: Radiant on Thu 10/02/2005 16:18:41
Also btw I haven't yet seen any arcade sequences in AGS games, except for KQ2V (and of course Platformerius and the like). YMMV?
Quote from: khrismuc
But my quick 'tutorial' actually shows how to implement different responses very easily.
Quote from: Radiant on Thu 10/02/2005 13:18:50I think the best solution to this problem is a slight change to the engine, so that if a dialog line has just changed (within the last 150-200ms) then the click should be ignored. That way the author can set the timing up sensibly and someone reading just a little faster isn't punished for impatience.
Dialog should not 'time out'. Because otherwise, a player who is clicking through dialogs, may accidentally find that one line times out at that precise moment, and he ends up clicking away the next line.
Quote from: RadiantI don't remember being able to stop LA games' dialog timing out.
Ideally the game should have a config option to switch dialog speed between some value and 'clickable'.
(note that all Lucasfilm games do this)
QuoteHmm, I think a good arcade sequence would make a much more satisfying ending. It's difficult to make a good arcade sequence though. Keep the best puzzle for last... if you can.
9. Arcades. Be really careful with them - many adventure gamers don't like them much, or prefer them to be skippable. Whichever way you go, an arcade sequence does not make a good climatic ending.
Quote from: Scummbuddy on Thu 10/02/2005 02:28:40
When you run an idle or a blink animation that spans longer than one row, and you want that repeated, it only repeats the last row, as if the reset only goes back to the beginning of that loop, such as the fourth down, as opposed to zipping back to the beginning.
Quote from: SSH
In the latest Beta version, you can make a Room enumeration and the editor will auotcomplete for you after you've typed 3 characters... even better than #defines
#define ROOM_LIBRARY_PRESENT 1
#define ROOM_LINGUIST_TENT 2
#define ROOM_STONETABLE 3
#define ROOM_WORMHOLE 4
/*
import int ROOM_LIBRARY_PRESENT;
import int ROOM_LINGUIST_TENT;
import int ROOM_STONETABLE;
import int ROOM_WORMHOLE;
*/
Quote from: OnewayThe solution there is to start up the help as a separate application, by double clicking on "ags.chm" in the AGS folder.
I suspect this is more of a behaviour determined by the Windows OS, but when i have the helpfile open i can't set focus to the AGS window.
Quote from: Scorpiorus on Tue 01/02/2005 17:57:51
I think AGS should always evaluate before applying operator. Personally, I always treat && etc operators as functions that need parameters (two in case of &&) and that return a value. Therefore, both parameters (left and right expressions) must be evaluated first before processing. Some sort of a "lazy" evalution is possible, I think, but in my opinion, besides the hassle to implement it could also lead to many hard to track down errors since they can only be traced at run-time.
Quote
And the problem is how to implment it, for instance:
if (func1() && func2()) ...
it is not realy possible to tell which one is needed and which is not (if any), without running at least one function (which function to run is also an issue).
Quote from: RickJ on Tue 01/02/2005 03:12:36It's entirely practical - a lot of C code relies on it.Quote from: SnarkyYeah.Ã, That occured to me as well but I don't think it's practical.Ã, it seems to me that the entire expression needs to be evaluated before you can know for sure if the final result will be true or false.Ã, Ã, Although in this case it doesn't seem all that complicated I don't think that's true for all possibilities.
Isn't the real problem here that AGS evaluates the right-hand side of an "&&" conditional expression even when the left-hand side failed?
if (ptr != NULL && ptr->Func())
{
// blah
}
// "seed" the random number generator
int seed = GetTime(3); // returns the current time's seconds (0-59)
while (seed > 0)
{
Ã, int chuckAway = Random(99);
Ã, seed--;
}
// remove cards from characters
int charIndex2 = 0;
while (charIndex2 < 8)
{
Ã, int cardIndex2 = 0;
Ã, while (cardIndex2 < 8)
Ã, {
Ã, Ã, LoseInventoryFromCharacter(charIndex2, cardIndex2);
Ã, Ã, cardIndex2++;
Ã, }
Ã, charIndex2++;
}
// make a list
int cardList[8];
int card = 0;
while (card < 8)
{
Ã, cardList[card] = 0 + card;Ã, // inv 0-7
Ã, card++;
}
// shuffle it
int shuffleSteps = 50;
while (shuffleSteps > 0)
{
Ã, // swap two random cards
Ã, int firstCardIndex = Random(7);
Ã, int secondCardIndex = Random(7);
Ã, int temp = cardList[firstCardIndex];
Ã, cardList[firstCardIndex] = cardList[secondCardIndex];
Ã, cardList[secondCardIndex] = temp;
Ã, shuffleSteps--;
}
// now deal out to characters
int charIndex = 0;
int cardIndex = 0;
while (charIndex < 8)
{
Ã, AddInventoryToCharacter(charIndex, cardList[cardIndex]); // my mistake first time
Ã, cardIndex++;
Ã, charIndex++;
}
int charIndex = 1;
while (charIndex < 8)
{
int cardIndex = 0;
while (cardIndex < 7)
{
LoseInventoryFromCharacter(charIndex, cardIndex);
cardIndex++;
}
charIndex++;
}
int seed = GetTime(3); // returns the current time's seconds (0-59)
while (seed > 0)
{
Ã, int chuckAway = Random(99);
Ã, seed--;
}
// then the shuffle code
// ...
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