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Messages - MachineElf

#21
In your case I think it's totallt ok. It's more like using a tool to create 3d graphics (not that I have played or created mods for Morrowind, but I can imagine what it's like) than ripping graphics out of a game. I have thought of using that method myself, using some easy map-tool for a 3d-game and then use it as base for my game graphics.
I think it would be better though to not use the graphics as is but rather try to remove some of the 3d-feeling from it, unless you can make characters fit into it. Attempts to use both use 3d and 2d often look pretty bad.
#22
Thanks!

He, don't hold your breath. I haven't even rehearsed with them once yet. And I don't really like the singer (for his singing abilities, that is, not his personality).
#23
General Discussion / Re:What are you like?
Wed 13/08/2003 12:49:40
I'm just your regular pimp'n'pusher on the dark street corner. Wear mostly furs and a lot of goldchains, often pretending to be black. It's all in the buisiness really. Privately I like beating up children, but that's just a hobby really, and too much time at the job, you know: protecting your assets and stuff, takes time from all the fun in life.
So, you want some nice ice to fry your brain? You know who to call. Guess who made Mittens such an experience?
#24
I guess I'll just have to post here too... Might have done some time in the past, but here I go again.
I mostly go for slightly psychedelic stuff, I guess... And this is nowhere complete of course.

Old rock/prog:
Pink Floyd, Jethro Tull, Black Sabbath, Aerosmith, Mike Oldfield, Zappa, The Doors, Bowie

Synth/ebm/new wave:
Kraftwerk, Depeche, The Cure, Front Line Assembly, Pet Shop Boys

Modern electronic stuff:
Shpongle, Infected Mushroom, Prodigy, Hallucinogen, 1200 Micrograms, Kruder & Dorfmeister, The Infinity Project

Assorted rock/pop/punk:
Bad Religion, Soundgarden, Alanis, Tori Amos, Red Hot Chili Peppers, Garbage, Beck, Faith No More, RATM, Refused, Björk

Soul/Funk/Jazz:
Miles Davis, Chick Corea, Marvin Gaye, The Metres

Well, that's all the namedropping you'll get from me. ;)
#25
The protagonist in Slacker Quest wasn't adventurous at all and probably hated the whole thing. Bert was just a mad old man. Hm, I seem to have this thing for non-adventurous characters ;)

Well, whatever the player does, is it puzzles or just general exploring or doing his job, it mustn't go against the nature of the game and the character and everything around should show this.
I just played through Simon 2 and I wasn't really enjoyed. Story was ok, had a few twists, but the puzzles are awful. Had to search up a walkthrough and a lot of things still don't make sense. "Why?" is the general question throughout the game. A lot of backward puzzles, a lot of totally illogical things. The only thing that drove me to actually go through it was to see how the story developed and I probably wouldn't have cared unless I was an adventuregame fan.

Well, now the same things have been said over and over again... ;)
Btw, what game are you refering to as GF?
(aaagh... all these abbrevations!)
#26
A My Little Pony game definately must have some LSD-references...
#27
Ah, thanks!
I know about the bug with the killed unit disappearing on replay. The replay is really one of the trickiest things in this so I'm not really sure how to code that yet. I'll look into to it though for a later release.
Good thing you mentioned the balance, that's just the kind of things I need to know though id would also be nice to know what it's like in the long run, when units get stronger.
Tried playing it against someone or just by yourself?
#28
I can think of something like this.
Some global variables first:
int walkmode = 0, x, y;


// in click script, when walk to is launched:
x = mouse.x;
y = mouse.y;
walkmode = 1;

// in rep exec:
if (walkmode == 1)
{
MoveCharacterStraight (EGO,character[EGO].x,y);
walkmode = 2;
}
if (walkmode == 2 && character[EGO].walking == 0)
{
MoveCharacterStraight (EGO,x,character[EGO].y);
walkmode = 0;
}


In this script the character always walks to the y-coordinate first. You could easily do it the other way in case the x coord is closer than the y coord with a simple if/else statement based on the coords and the character coords.

Don't know if this will work, but it's worth a try, I guess. Might be a start.
#29
Last time I checked he wasn't as divine as one might believe...
Although I thought it was kinda peculiar we always had to kneel when speaking to him, which of course never was direct speech - we were only allowed to speak to one of his twelve servants who then wrote it down on stone for him to read whenever he wished. Mark once, accidently, looked him in the eyes so they cut his left ball off, but only because CJ felt forgiving that day.
I so much look forward to the next time I will have the pleasure!
#30
The Rumpus Room / Re:The MSPaint game
Wed 13/08/2003 00:22:37
Ok, just to end these silly discussions, here's some dirty 2 minute work for you:

And no jokes about HALF Life or being HALF the man he used to be... Moahaha! (Oh GOD! I should go to bed...)

Next up: Draw the cover of your favorit album.
#31
Yeah, that's basically the same thing. Good you sorted it out yourself!

(altough I of course think my way was prettier ;) )
#32
Damn... Thinking my ass off with this one. One way would be to use a timer, but then you'll have to know the exact time the speech stays on screen. Not too hard though.

But how about this:
First make a variable called "index" and one called "overlay". These should be put in the top of your room script. Then write the dialog in the global strings, 0-14 for 15 entries.
Then something like this in rep exec:

if (!IsOverlayValid(overlay))
{
int char;
if (index == 1 || index == 3...) // for all cases where MARGE is speaking
char = MARGE;
else char = CHARID; // editing, so can't see real id
overlay = DisplaySpeechBackground(char,GetGlobalString(index));
index++;
}

If you don't want to use the global strings, you could always do it a little less elegant:
if (!IsOverlayValid(overlay))
{
if (index == 0) overlay = DisplaySpeechBackground(...);
else if (index == 1) overlay = DisplaySpeechBackground(...);
else if (index == 2) overlay = DisplaySpeechBackground(...);
// and so on
}

This is the best way I can think of at the moment but I'm sure there are a lot of even better ways.

SSH: I think the return values are in the manual, but not just as clear as they could, as you mentioned. Functions not returning anything ought to be voids... Might be a few bools around. Not that it really matters though as ints are the only thing we can use anyway.

--- CORRECTED... ---
#33
This is how I would do it:
Make a large GUI with a lot of empty labels (or rather initiated to empty in game_start) in rows.
Make a button for each label.
When pressing a button a parser comes up where you can write the note you like. This button could also be used for deleting the entry and 'using' the entry, depending on context.
The text from the parser of course is transfered to the correct label.
If you want several pages you can store the texts in global strings and change the labels accordingly when changing pages.
Hope it helps!
#34
General Discussion / Re:The New Mp3 Thread!
Tue 12/08/2003 11:04:55
No offense taken, remixor!

I too would like to make a living off what I love doing: making and playing music. The hard facts, though, are that there are just a very few people who actually does this. Especially on independent labels. Even pretty big artists have crappy part time jobs.
This is, of course, no way of justifying downloads. Rather the opposite, IF it would really matter. It's always been like that, really.
(let me state an opinion of mine regarding idols, as they are the ones who actually lives off being artists. I think idolization has nothing to do with music, but only with marketing. That's also why see people rather buying the big artist's CD:s. Idolization. You'd rather own a CD by an idol, there's no logic or thought in it. On the other hand, people download a lot more from big artists as well, I the percentage is kinda the same)

Actually, the independent labels seem to be the ones most adaptive to the new technology and instead of fearing and waiting for jurisdictions they see the whole thing as a resource. Music from independent labels are also harder to find on file sharing networks so losses never gets as big as for the big companies.

With the new technology at hands, I would like to see more direct ways of paying for music. A network of indie labels (as the major ones unfortunately never would do this to a beginning) selling music on the net. Payment should be quick and easy as well, by mobile would be a great option (though the network owners takes overprices for sms:es) or some kind of account system where you pay every month for the music you've downloaded or by PayPal of course. Prices must be under CD price and sound quality perfect (high bitrate ogg would be perfect). You should be able to download the song multiple times, in case your harddrive crashes etc. This could also work for other digital media as well. Computer games for example. Download the game non-boxed, manuals in pdf etc. It all has to be international as well and work perfectly all over the world. No physical distribution costs at all, just a big-ass server and a damn good connection. (please don't steal this idea, I might just start a company like this one day)

I think I'll end this here... Uhm, I just want to talk a little more about internet behaviour, which remixor brought up as well. I think the most important thing after FREE is EASY. You can get damn annoyed if you don't find that song you wanted from DC, and once you've got it - well, the quality sucks and you'll have to do it again. How about you search your song and four clicks later you're beginning to download a high quality version at high speed? I could pay a few pennies for that (if pennies were our currency...). Especially if I knew the people involved get their share. EASY.

Anton out.
#35
It doesn't really say in the rules, sluggo, so I would believe it's ok.
Damn, I want my new computer soon (just the damn chassi left - why did the rest of the world have to switch to ATX?) so I can make music again... Then I'll show you all!!!!!!!! ;)
#36
The Rumpus Room / Re:The MSPaint game
Tue 12/08/2003 09:14:08
I guess I started the irrelevancy by a post I just couldn't resist... Sorry about that. Though, I think in a few posts everything will be fine again. Who cares about what's on page 10 if there's 15 pages? But if somebody wants to remove irrelevant posts, fine with me.
#37
AGS Games in Production / PBEM Tactics thingy
Tue 12/08/2003 09:05:38
Since none of my "beta testers" actually ever said anything about the game (I'm not even sure everybody's addresses worked, hm...), I thought I might just post this here. Not sure if I will finish this. It's kinda experimental, just to see what actually is possible in AGS.

Play it and give me some feedback, and I might just finish this! Some functions doesn't work yet and it might be buggy and unbalanced, but that's for you all to find out.

Download here:
http://homepage.te.hik.se/student/au22bf/pbem.zip

Features:
Play-By Email! (make your move, then send file by e-mail to opponent)
Team building
Team enhancing (xp system)
Replay the opponent's moves
1600 lines of code (which I just may make public on demand)
Ugly graphics

Enjoy!
#38
AGS Games in Production / Re:"Breakfast" info
Tue 12/08/2003 08:54:37
I like that character. A little odd walking animation, but it kinda suits her. Mind if my avatar takes her on a date sometime?
#39
Hehe, nice, Squinky! You should have included the people that actually was on Mittens though... (I WASN'T IN!!!!! FEEL MY WRATH!!!!!)
Is it meant to crash when DS is caught?
Would be nice to see it improved. This has a little beta-feeling to it... The original GUI showing etc.

Btw, I wonder how the official Mittens game is going... I want to fight canceroids, dammit!
#40
Critics' Lounge / Re:Satoru's Walk Cycle
Tue 12/08/2003 08:20:02
Not bad. You could try skipping the frame where his arms and legs are straight. It looks like he stops shortly and then takes a step rather than actually walks. Also, when the legs are in their most forward position, you shouldn't have them straight. It looks like he does a little kick everytime. Instead you should have them bent and in the next frame that should be the leg where his weight is put rather than having the straight standing position frame.
I hope I was clear enough... Look at other walking anims for reference.
It also looks a little strange when his head is slightly turned while the rest of the body is in full profile.
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