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Messages - LRH

#1
Ah, oh well.  Thanks for the reply.
#2
I know it's been quite some time since I've posted, but I'm quite genuinely wondering about this: is there some method by which I can formally request a rating for a game I've made?  You see, I made this little nugget a while back: http://www.adventuregamestudio.co.uk/site/games/game/1788/

-and, petty as this may be, I really wish it to receive a cup rating. Is there some process by which this can happen?  I did a quick search, but I did not find a concrete answer.
#3
Here it is in proper forum code format, comments removed (so that the people trying to help have an easier time seeing what they're looking at) and spaced a bit more properly.

Code: ags

function on_mouse_click(MouseButton button) 
    {
        if (mouse.Mode==eModeWalkto && IsKeyPressed(eKeySpace) == 1) 
            {
              if (mouse.IsButtonDown(eMouseLeft)) 
                {
                }
            }

    player.x=mouse.x;
    player.y=mouse.y;
    player.PlaceOnWalkableArea();

    }
function room_FirstLoad()
    {
        aSendenwerk.Play();
    }


#4
Deleted old video of playing the EWI
#5
General Discussion / Re: Coin Collectors?
Sat 04/10/2014 14:51:41
Well, if you're looking for old, one of my favorites in my collection is this 1868 2-Cent piece:



I can't believe I got it for $2 way back then!

Here it is with a 1949 uncirculated penny, a 1993 Walking Liberty Dollar, and a 1941 Dime from back when they used to actually be made of silver:



1960 Uncirculated Set:



Similar 1988 Set:



List of the entire Eisenhower Dollar types, along with the binder I keep them all in. Number on the right is total amount available in circulation:


 


There are many more, but these are probably my favorites.
#6
General Discussion / Re: Coin Collectors?
Sat 04/10/2014 04:24:13
Ooh! I just saw this post for the first time! I have a collection... but as a typical American...it's purely an American collection. Would anyone like to see it regardless?
#7
Well, fair enough. I'll release it on its own.
#8
I actually started working on a Halloween themed game a little over a week ago.  I'm considering entering but it doesn't seem entirely fair. Anyone know the law on this?
#9
Quote from: Babar on Thu 02/10/2014 10:12:00
In the end, what you want to look for is the most fine-tuned method of control, which in real time would probably be something like a synthesiser keyboard, and otherwise it'd be modifying the music manually on a computer or something.

Its usefulness for me comes from the fact that I've got no idea how to properly play the keyboard, and I really don't like using programs to write out the music.  I'd rather play it myself.  Since I'm much better at the saxophone than the piano, this is a much more accurate controller for me, personally.    This controller allows me to return to using a medium I am comfortable with in order to play basically any instrument I'd like- in other words it's not necessarily *for* (in my case, anyway) hyper-accurate composition. Actually, though, as I use it more and more, I find it very accurate.  In any case, it's just a means for me to return to doing something I love to do.
#10
It's really hard to tell, honestly.  The EWI I've been using uses the SFZ file format.  There are literally thousands of free SFZ instruments available online, so it's hard to tell the difference between what I've got and other potential sound fonts.
#11
Deleted link to old video- sorry.
#12
I have particularly fond memories of playing Lemmings with my father on his Packard-Bell DOS pc.  I think I was about 4.  I don't know if there is a properly correct age to begin gaming.  I think it's something that slowly just starts to happen.
#13
*Facepalm* -- of course I do.

Too much Lua, eh? :tongue:

Thank you very much for the help. I appreciate it.
#14
Situation is this:

I'm making a game which starts as a text adventure and sort of morphs into a graphical adventure.  As such, it would be really nice to have all kind of shortcut functions to throw into the script, as text adventures naturally have many repeating elements.

Global script has this before the game start function:

Code: ags

function repeat1()
  {
    Lbox1.AddItem("");
    aDoorbell.Play(eAudioPriorityHigh, eOnce);
    Lbox1.AddItem("The doorbell rings again.");
    Lbox1.AddItem("What did you do?");
  }



Room code has this:

Code: ags

else if (Parser.Said("look television"))
  {
    Lbox1.Clear();
    Lbox1.AddItem("Your eyes begin to glaze over...");
    repeat1();
  }


Getting undefined token error when trying to call this function in the room. I know this must be something incredibly basic, but I'm completely stumped.  This is the exact syntax I've used in other games without any issue.
#15
As for the background-

As far as I can see, it looks very nice. A couple little things:



1. The way you've got the perspective, it's above the cabinet or table or whatever it is on the left in the foreground.  That means you'd be able to see the top of the table/cabinet. I drew a little outline of what it might look like.  The same goes for the couch.

2. I also drew the perspective lines based on how it's drawn right now. Although this technically could work the way you have it, you might want to consider drawing all the lines to a central focus point (1-point perspective) for the sake of consistency.

#16
This sounds like a great idea! It's a shame these lists are so long :shocked:
I'll get to it a little later today!
#17
Quote from: Giraffadon on Fri 19/09/2014 00:43:38
Hey.

Great stuff.

I sent a like your way ;)


Well all right! Thank you! :D
#18
Okay, that much makes sense. I think I get it now.  So once I've initially run a for loop with the number I wanted (like in spawn_flakes) they exist in the table, so everything that comes after that can use "#snowflake" ?

Edit: In any case, doing it that way certainly works. I just gave it a shot.
#19
Not entirely sure what you mean by "better." What you've got here certainly works, but you can really do it any way you choose. The way you have things now is just the default AGS game's method of doing it, meaning the player goes into his/her inventory, then chooses "look" and then clicks an item to inspect it more closely.  Then you've just got add something else that happens so that the player cannot make progress without doing this.

You can accomplish this any way you want, really.  If you had a text parser, you could have the game react when the player types out "inspect script."  You could make a custom GUI that lets a player choose from a list of carried items to look at.

Point is, possibilities are pretty much endless and it's going to be a matter of personal preference.  If you're happy with what you've got working now, run with it! :grin:
#20
Thanks for the reply, Crimson.

This is admittedly the area that's escaping me a bit. I'm not entirely sure what putting "#" does in syntax, because I'm unable to search the lua wiki for the singular character, and I'm not sure how it's referred to. (Pound? Number sign?)

How I understood it in the context was that it would essentially return the number of entries in a particular array- (or "table" in this case) is that right?

If so, wouldn't I need to specify that there's 100 snowflakes in the declaration of the table itself?  I thought that the "for" loop was essentially assigning 100 objects to the currently empty array, the way I had it before.

Apologies if anything I say is confusing.  I think I'm just having difficulty on a very basic level.
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