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Messages - Mandle

#10521
NOOOOOOOO!!!

I lost weeks of my childhood compulsively playing Yahtzee on the TRS-80...

Damn you Yahtzee!!! You're not getting me again that easilly!!!

/me goes to download...
#10522
Quote from: Intense Degree on Mon 11/08/2014 16:52:25
1. It looks like the legs need to be a bit further over to the left - i.e. "under" the torso more

I thought the same thing at first, but then realized that it's the hair sweeping back in under her arm that makes her waist look too slim on the right-hand side. So her waist is thicker than it looks in this shot.

Maybe when she moves this will become clearer as the hair sweeps back and forth? Otherwise yeah....this illusion is a slight problem...

Otherwise: Great look!
#10523
General Discussion / Re: Homemade Ginger Beer
Tue 12/08/2014 03:41:38
Quote from: Baron on Tue 12/08/2014 03:27:15
The crack at the back of your fridge is usually a pretty warm place.

Might be a tad dangerous though if one of the bottles explodes. It could short out the fridge and start a fire I guess.

I think putting the bottles in double or triple plastic baggies and tying them shut would prevent splashage though. Just remember as well: Glass bottles are a big no-no!
#10524
General Discussion / Re: Just want to say hi!
Tue 12/08/2014 03:01:57
Quote from: Stupot+ on Tue 05/08/2014 00:44:47
Nice to meet you Phil.
The Ring books are great. I'm a big fan of the books and the films (although Sadako 3D was terrible!!! The scariest thing about that film is that they're making a sequel. Aaaargh!

Hahaha!!! Yeah...it's pretty much the "Jason" or "Freddy" syndrome going on, where the character from a well-made horror movie has taken on a life of its own outside of its original movie(s) and become a kind of recyclable boogeyman. The character has become better known than the movie(s)...

Unfortunately, when you remove the character from its original plot structure you just end up with something generic and tawdry.

Also see: "Aliens vs Predator" (not literally though)
#10525
Quote from: Trapezoid on Mon 11/08/2014 22:34:02
Ron Gilbert himself just wrote a cool blog post about this very technique: http://grumpygamer.com/puzzle_dependency_charts

LucasArts Confirmed. THIS IS HOW YOU DESIGN PUZZLES.

Thanks for sharing that! A very interesting read :)
#10526
General Discussion / Re: Homemade Ginger Beer
Tue 12/08/2014 02:40:50
Quote from: Mati256 on Tue 12/08/2014 02:35:49
I'm tempted to try this, but we are in winter now, so I don't know of many warm places to keep the bottle for 48h.

Wow...I'm surprised nobody jumped on this one...Kinda left yourself wide open there Mati (laugh)
#10527
WOW!!!

They are all amazing, but I would have to pick #2 for the sheer attention to detail from the original source
#10528
Quote from: Dadalus on Mon 11/08/2014 13:08:49
QuoteThey paced their real side splitting jokes well by making sure there was a "cool down" period in between filed with "just a chuckle" jokes before hitting you with the next "killer gag"...

That reminds me of something that was in a book on magic theory (about showmanship not actual illusions) called 'Strong Magic' by Darwin Ortiz . One of its suggestions was waves of performance, start off slow, hit your peak, taper off then repeat with each peak slightly higher than the last.

Cheers Mandle, you've reminded me of an old book I haven't read in over a decade, Im going to have to dig it out now :)

Very interesting indeed...I would say that magic and humour are both very similar disciplines in fact:

Both rely on the element of surprise to provoke laughter or amazement: You don't laugh at a joke if you saw the punchline coming, and you don't gape at a magic trick if you knew what was going to happen...

Magicians also tend to include a lot of comedy in their acts...well, the banter also distracts the audience from the mechanics of the trick that are being put in place ;)

Sounds like a good read though...An adventure game is also kinda like a magic show, so probably worth a read for developers...
#10529
General Discussion / Re: Homemade Ginger Beer
Mon 11/08/2014 12:44:53
Quote from: selmiak on Mon 11/08/2014 10:29:45
I tried to make cherry wine. But sadly there were some small maggots in the cherries already so they ate all they could of the yeast and grew very fast and probably had the intoxication of their life. It looked very yuk and noone wanted to drink it then though ;)
Growing weed is easier  :-D

You should have said:

"Why you little maggot, you make me want to vomit." ~ Drill Sergeant Hartman

Yeah...tried the weed growing thing back in my day...Guess I just don't have a green thumb...Never worked...

Quote from: Retro Wolf on Mon 11/08/2014 12:06:58
I can get yeast for free from work, I'm tempted to give it a try!

What's your work? ...Baker? ...Gynecologist?

Quote from: Retro Wolf on Mon 11/08/2014 12:06:58
I LOLed at BANG!

So did I...after I went and changed my undies...(laugh)
#10530
General Discussion / Re: Homemade Ginger Beer
Mon 11/08/2014 06:59:03
Just had my first chilled glass of the stuff...Couldn't wait until night-time...

It was niiiiiice...

The ginger and chilli pepper mixes were perfect...Very spicey, which always goes nice over ice in the summertime...

The fizz was too light though, but still there...That would be from wasting most of it on the volcano effect when I tried to release the gas earlier :-[

And yeah...the alcohol content was pretty strong...Might go and take a bit of a lie down right now...

Next batch coming up after a nap and a bit of thought...

For now: Note to self:

RULE #1: Don't put in 5 times too much yeast next time!!!
#10531
General Discussion / Homemade Ginger Beer
Mon 11/08/2014 03:11:15
Well...I've started my first brewing experiment with homemade ginger beer, of the alcoholic variety ;)...

I've been following the recipe/instructions on this site:

CLICK HERE

I mixed up and bottled the mixure 2 days ago in two 2-liter plastic PET bottles, and placed in my garden shed.

I had an inkling that I had put in too much yeast, and boy was I right :-[

Yesterday I checked on the bottles and they were already swollen, which is supposed to take 48 hours, not 24 hours like in my case.

So I released the caps a little and let off some of the gas pressure. The mixture fizzed and foamed up quite nicely. So far so good.

This morning I checked again and the bottles were really swollen again already.

I tried releasing the gas again and...

BANG!!!... the caps shot off into the air about 20 feet at the barest twist and the mix shot out like champagne after you give the bottle a good shake...Think F1 racing champion style!!!

Scared me (and the neighbors I'd say) half to death!!!

Well, I managed to save about half the mix...so about 1 liter saved out of the original 2...

It's now in the fridge where the cooling is supposed to deactivate the yeast. Hopefully this happens or my fridge explodes I guess (laugh)

I did have a taste of it before fridging though and it was quite good! Nice and spicy with a light fizz...Gonna be good over ice later tonight I think. Not sure of alcohol level yet, but a mouthful gave me a slight buzz so it's in there for sure. Just don't know how strong yet.

"It passed the first test though: I didn't go blind!" ~ Homer J. Simpson

So yeah...first experiment...lesson learned: WAAAAAAAY too much yeast!!!

Will have another attempt tomorrow after I sample and rate this first batch tonight...Once I get the technique down pat I'm gonna go massive scale and brew enough for a big party with friends towards the end of summer 8-)

Has anyone else brewed ginger beer (or other alcohol) at home? What were your experiences? Any advice to share?
#10532
Another thing I remembered, which is something I noticed in TV shows like The Simpsons (back when it was still funny I mean) etc.

They paced their real side splitting jokes well by making sure there was a "cool down" period in between filled with "just a chuckle" jokes before hitting you with the next "killer gag"...

If all the super-funny stuff is clumped together in one spot it reduces the impact of the jokes quite a bit. You have to give the audience time to calm down again after a great joke, occupy them with some low-key humour, and then spring the next biggie on them.

Easier said than done of course (especially if the game structure is very non-linear), but I think important to keep in mind when timing humour.
#10533
Quote from: Khris on Fri 08/08/2014 17:18:29
Sorry, I didn't see that before now. Your advice/code is completely fine and would be the next best solution if there were no way of determining the previous room.

Code: ags

Cheers Khris...
Now if only I had learned how to do the code-in-posts thingy eh?
#10534
AGS Games in Production / Re: Danger Mouse
Fri 08/08/2014 17:24:02
Quote from: Dadalus on Fri 08/08/2014 11:43:03
I'm aiming for a sort of 'Dead men don't wear plaid' sort of thing,

CLEANING WOMAN!!! CLEANING WOMAN!!!
#10535
Quote from: Khris on Thu 07/08/2014 16:12:22
Quote from: Mandle on Thu 07/08/2014 06:05:19But...I think I did remember to set it back to "false" in my "advice" code...
If you did, I haven't seen it. You only said to init it to false. The problem here is that entering the room via another exit must set, say, CameFromDoor to true, while also setting CameFromStairs to false. Otherwise, if the player came from the stairs at some earlier point, the before fadein code will determine the player came from the stairs even when they didn't.


if (CameFromStairs == true)
   {
   cEgo.FaceLocation(1000, 400, eBlock);
   CameFromStairs = false; <---------------------here...I think?
   }


0% sarcasm here...

I know my fix was useless compared to yours...I did not know the PreviousRoom code but know it now...

The only reason I continue to reply is to learn.

From what I understand of coding I think my clumsy advice would have still maybe worked.

If there is a reason why my Global Variable of CameFromStairs = false; was out of place in the "Load room before fade in" script?

I understood what you said about the player entering from a different room and the variable still having not been reset to "false"...

I'm just interested in learning why my code wouldn't have done that.

Not trying to be faecious here
#10536
Quote from: Khris on Thu 07/08/2014 03:11:07
You can simply check player.PreviousRoom.
Code: ags
function room_Load()
{
  // if entered from room 3, face right
  if (player.PreviousRoom == 3) player.FaceLocation(player.x + 1, player.y);
}


While the bool method will work just fine for other stuff, it's important to keep in mind to not just set it to true but also to false. And when dealing with multiple exclusive conditions, it's better to use a single integer variable instead of multiple bools.

Pwned by Khris once again!

But...I think I did remember to set it back to "false" in my "advice" code...

I am in contact with this person so I will now send him a mail saying the correct solution has been reached...

#10537
Quote from: MonkeysMightBeFun on Thu 07/08/2014 01:25:02
Alright, that makes sense. Thank you.

No worries, mate! Good luck with your game!
#10538
Quote from: MonkeysMightBeFun on Thu 07/08/2014 01:07:51
Works wonderfully! Perfect!

Oh, I see.
It seems that when I try to type in "camefrom" nothing comes up? Is it only for some versions of AGS?

You have to define a new Global Variable in the Global Variable screen first.

Choose a bool variable, name it "CameFromStairs" (or whatever you like...I just find that naming variables to remind me what they do is very helpful when you start to accumulate a lot of them) and set starting value to "false".

Now, because it is a Global Variable you can call on it in any script in your game and AGS will recognise it.
#10539
Quote from: MonkeysMightBeFun on Thu 07/08/2014 00:54:22
So basically I have a staircase, and my character walks up it to get to the other room. The problem is, since he faces backwards to walk up he stays backwards when he gets to the other room. It looks tacky. How would I go about making him face forward when he appears in the next room?

Choose the lightning bolt mark next to "Enters room before fade-in" in the Edit Room window of the room the character appears facing the wrong way in. (This makes sure that the player won't see the character turn around. It will happen before the room appears on the screen.)

Put in that function in the room script the code:

cEgo.FaceLocation(1000, 400, eBlock);

Change cEgo to your character's script name and the 1000, 400 to whatever location you want him to face.

A few pixels left or right of his starting location should be fine depending on which way you need him to face.

A new problem you will now have is that no matter what entrance your character comes through into that room the script will make him face the location you chose.

You can fix this with assigning a global bool variable for when the player leaves the stairs room. Something like "CameFromStairs" and set it initially to "false".

As the player leaves the stairs room set it to:

CameFromStairs = true;

So then the previous code I mentioned will be:


if (CameFromStairs == true)
   {
   cEgo.FaceLocation(1000, 400, eBlock);
   CameFromStairs = false;
   }


There may be easier ways to do this, but I think mine should work fine (code untested)

EDIT: I just realised that it's probably easier to just test the character's location after he enters the room, in "Enters before fade-in" instead of using a Global Variable. If the character is in the location after coming from stairs room then the FaceLocation script runs... :-[
#10540
Downloading the demo now...

Reminds me a lot of the animations in Monty Python and The Holy Grail already!

7 seconds left of download so...

I'm gonna bravely run away!
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