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Messages - Kweepa

#3002
Aside from the fact that this is one of the filter questions when you join the forums, I see no problem with AGS_guy posting here.
If someone, having read AGS_guy's post, decides that what they really need is for AGS_guy to organise them and then take credit for their work, who are we to get in the way?
In other words, a simple repeat of the "make a simple game first to attract people" advice, then let the thread die, should be enough.
#3003
Well, #2 is an impossible question really.

But anyway the way I read it was not "give game elements that classify a game as an adventure", but "give game elements that are necessarily in an adventure".

So a game that has an inventory and a plot isn't automatically an adventure.
#3004
Damn, that's good too!
Deliciously absurd. Yes, deliciously.
#3005
Yeah, being able to name sprites, dialogs and fonts would be good.
#3006
That must be true. And even in the impossible offchance that it's not true (which it is) it's still worth the performance hit (although there isn't one because it's true).

As for the naming, I can foresee cases when AGS naming could be duplicating work. I'm thinking about room objects, regions etc, where objects are out of scope, but you still want to refer to them. With #defines that's easy and natural (move from room script to global header).
#3007
I think that's the parameter you should "twiggle".

I don't think you should make it adjustable if you don't want to. That's a bad way of making a game playable.

It sounds like you know what you're doing - just make your character walk speed fast enough that it doesn't frustrate *you*, but still looks good, and add navigation shortcuts as the game progresses if necessary. In my last game I used SetCharacterSpeed() to get through a big central room quicker once it had been visited a few times.
#3008
When flicker hits 0, counter remains at 1

counter = 1
flicker = 0

if (counter >= randsaver) nope
else if (counter >= flicker) yup

counter = 0
flicker = 0
counter++

& repeat.

Try this instead:

Code: ags

int bgFrameIndex = 0;
int bgFrameTime = 0;

function room_c() {
  // script for room: Repeatedly execute
  bgFrameTime--;
  if (bgFrameTime <= 0) {
    bgFrameIndex = 1 - bgFrameIndex;
    SetBackgroundFrame(bgFrameIndex);
    if (bgFrameIndex == 0) {
      bgFrameTime = Random(5);
    }
    else {
      bgFrameTime = Random(50);
    }
  }
}


I gotta know - how do you keep tabbing in quoted code like you did?
[EDIT] Look at mine - all the code is on the left hand column. Where did the spaces go?
#3009
Sounds like you have your answer!

About the original problem,
I don't mean to sound like an arse, but there's nothing wrong with multiple pages. It breaks the text up into manageable chunks for people to read. I think they are more likely to read 5 sequential text boxes than an entire screenful of text.

Also, I don't know what the demo is for, but you could consider waiting until the cutscene was finished. I presume it will make for a more representative demo.

Cheers,
Steve
#3010
You have to be more clear if you want help.
Answer ALL the questions asked of you - if you don't understand them, don't ignore them.

As I understand it, you want to use
DisplaySpeech(BUM, "Welcome to Acapulco!");
instead of
DisplayMessage(BUM, 7);
(where 7 is the global message saying "Welcome to Acapulco!").
DisplayMessage pauses the game and puts a text box on the screen.
DisplaySpeech prints the text above the character and animates him using his talking view.

Really though, your problems should be solved by working through the Tutorial in the help file.

Steve
#3011
It's just a standin for a cutscene?
What's wrong with just writing "TODO: CUTSCENE"? That's less than 200 characters. :)
Seriously though, why not just break it into two boxes which are displayed sequentially?
#3012
Completed Game Announcements / Re:Beasts
Fri 16/04/2004 22:45:03
Actually it just occurred to me that this game reminds me quite a lot of Five Days a Stranger!
#3013
1. Infocom, then LucasArts.
2. A story that you influence and progress, and an inventory.
3. The Adventure Company, Revolution, Broken Sword, Syberia, ummm....
4. Planetfall, Sorceror, Monkey Island, Fate of Atlantis, Day of the Tentacle, Sam and Max. Damn, I just couldn't leave any of those out. Depends on my mood.
#3014
Interesting game!
Nice sound effects, and amusingly bizarre demons...
#3015
Completed Game Announcements / Re:Beasts
Fri 16/04/2004 16:53:30
Yeah, I liked it.
It was interesting not having a clue if the game was good or bad, short or long, or what was possible...
#3016
Hat colour is different in the grey back view.
I'd make the feet a pixel longer in the side view, maybe slope the trouser cuff diagonally back.
I'd also remove the double pixels from the creases in the capes, and tone down the creases a bit (remove some). They look like fur coats to me.
#3017
I got the impression he's a Red Dwarf type character. Not evil, or corrupt, just a bit thick and careless.
#3018
I'm not sure if that qualifies as "funnily enough". :)

Made me laugh though...
#3019
nelah,
You need to put a space between "C:\sol\sol.exe" and --setup.
#3020
General Discussion / Re:how old are YOU?
Thu 15/04/2004 16:35:23
I was alive before man walked on the moon.
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