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Messages - Kweepa

#2741
Wow!
Great concept and some cool powerups!
And out of nowhere too!
I love it.
#2742
Quote from: Albert Cuandero on Sun 29/08/2004 11:39:29
I know there are still some inconsistencies - but I decidd to go on to the animaitons and fix them all in one go later on:

I think you'd be better off fixing the inconsistencies before doing any animation! Having to copy changes through a lot of animation frames is going to be very tedious.

For me the most glaring issues are in the front view - the knees are too low, her stomach seems to have been blurred, and she looks quite bow-legged.

In the side view, her face looks a bit long and flat, and her toes are curled up oddly.

Overall, I like!
#2743
Those are superb sprites Darth!



A satanist on a pogo stick.
A friend of mine had a couple of satanists as upstairs neighbours. And this was in Guildford!
#2744
Yell if you want!
I can take it.
#2745
[plug]
DON'T use the OtherRoom plugin! (see the plugins page in downloads)
To open a door in another room, add to the interaction script of the switch:

OtherRoomObjectOff(ROOM_REMOTE, OBJECT_CLOSEDDOOR);
OtherRoomObjectOn(ROOM_REMOTE, OBJECT_OPENDOOR);
OtherRoomEnableRegion(ROOM_REMOTE, REGION_DOORTRIGGER);
ObjectOff(OBJECT_ONSWITCH);
ObjectOn(OBJECT_OFFSWITCH);

Where the capitalised things are #defined in the global header.

[/plug]
#2746
General Discussion / Re: zork 1 vga remake?
Tue 24/08/2004 14:51:13
I can't resist pointing out that "The Lurking Horror" is an Infocom game, and therefore *not* made with INFORM. It can usually be played with interpreters that play INFORM games (eg Frotz) though.
[/geek]
[/ot]

I have to agree that a grue would be disagreeable in a graphic adventure.
It is pitch black. You may be eaten by a grue. Imagine the sound effects!
#2747
The Rumpus Room / Re: Sam and Max Cancelled!
Tue 24/08/2004 06:40:36
Thanks for that link. Quite interesting!
#2748
Adventure Related Talk & Chat / Re: Flash Game
Tue 24/08/2004 06:33:11
I know he's trying to be cool, but could Al walk any slower??
Nice interface - I like the dragging objects idea.
And beautiful artwork. Eric, has he done any comics I can find in my local comic book store?
#2749
There are two approaches:

1. Try DisplaySpeech(EGO, "It says \"Ugly!\""); // inside a string, use \"

2. Write DisplaySpeech(EGO, "It says {Beautiful!}");
and edit the font (using Radiant's font editor for example) replacing { with “ and } with ”.

Steve
#2750
Show us a situation where you think goto would be very useful and we'll show you an easy way to avoid it.

goto is generally a bit of a hack in a compiler, and often leads to less readable code, which is why its use is shunned.

Steve
#2751
Quote from: Flamboyant PC Salesman on Tue 24/08/2004 02:51:46
Speaking of Double Fine's address, that's no longer Double Fine's address.

You have the wrong building.

Damn google.
So that's why I didn't get the interview!
#2752
This is great, except for two things:

1. No date and time on the photos. Boo.
2. Lame coverage. I wanted to be able to count the cacti in West Texas, or just see Belfast or Ocho Rios.

Maybe in a few years it'll be there (and realtime!).

Oh, and for Yufster:



#2753
If you need some proofreading let me know!
#2754
Too late!
We've found it!

:=
#2755
You could try adding a dummy inventory item with a transparent sprite that is removed when you add the first real inventory item.

The problem with your outlines is that when you import the sprite, it takes the colour in the corner as a transparent colour.
You can fix this in several ways, eg:
- make the image 1 pixel wider on the left, filled with a purple line
- draw a purple dot in the corner (if you don't mind losing the corner pixel)
#2756
Perfect, thanks!

if (!game.fast_forward)
{
  FireUpdate();
}
#2757
Is there some way to detect if a cutscene is being skipped (fast-forwarded through)?
I'm doing some expensive calculations in repeatedly_execute_always that are purely visual and it's slowing down the skip (it takes several seconds on an Athlon 2100).

I'd like to be able to do something like this:

if (!game.skipping_cutscene)
{
Ã,  FireUpdate();
}

Cheers,
Steve
#2758
Quote from: Mr Flibble on Sun 22/08/2004 16:46:14
There was one in Portrush, but it collapsed. A few people died, I think.

What? That thing outside Barry's killed people when it collapsed? But it was tiny!

Ermmm, didn't mean to go off topic there.
How about some ruts and potholes?
I'd definitely change the black hill. It makes the bus look huge!
#2759
Wow!
Beautiful and interesting!
Early 2005 sounds optimistic though, given those production values.
Unless you're *well* underway?

Good luck!
#2760
Quote from: Ben on Sun 22/08/2004 18:44:12
The AGI interface doesn't suck. A parser is still the most transparent (and realistic) way to interact in a game.

In a text only game, perhaps.

In Enclosure it's far from transparent and realistic. For a start, you have to move an on-screen character near an object you want to interact with. What reality is that based on?

Then once you get there you have to guess the name of the 40 pixel, 4 colour object and type it into a box along with a guess for the verb. Last time I tried to pick up an object in real life I didn't have to type "get banana" on a keyboard.

If anything moving a mouse towards an on screen banana is a lot more realistic - it's kind of like moving your hand towards the object.

I'm all for nostalgia, but recognise it for what it is.
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