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Messages - Mandle

#10521
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.
#10522
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?
#10523
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!!!
#10524
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
#10525
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...

#10526
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!
#10527
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.
#10528
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... :-[
#10529
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!
#10530
Quote from: Seventeen Uncles on Tue 05/08/2014 18:44:58
im calling it: BananaMan.

I remember that one! "The Goodies" did the voices for it! Pretty funny show...hope I can check out your project if you choose to release it...
#10531
AGS Games in Production / Re: A Pug's Life
Tue 05/08/2014 00:44:02
After having played a lot of dramatic style games lately, I'm really looking forward to playing something wacky like this one looks...

Oh....and your artwork is stunning!
#10532
AGS Games in Production / Re: The Silence
Tue 05/08/2014 00:37:22
Hmmmm...looking at the screenshots and hearing the Hitchcock-inspired thing:

Notes to self while playing:

* Don't shower at the motel!
* Avoid the crow!


Looks amazing! Can't wait to play this one!
#10533
Quote from: shaun9991 on Fri 01/08/2014 10:44:30
Sheepishly putting forward Mudlarks for August :)

edit: I've just read the rules, can't nominate my own game. Oops! :)

Then I'll just do it for you then:

I nominate Mudlarks. It was awesome!

No time now but I will write up a blurb on it tomorrow...
#10534
Quote from: Ghost on Sun 20/07/2014 18:12:57
Take a shot each time you say, "Yeah I was there too!". Make it a stiff one of you use(d) the same toolkits.

Dood..,/I folkmowed yoir rulws ans it got mw to drynk to typw///AAAAA!
#10535
Hahahaha! This looks great! Probably wont be playing this one with my students though ;)
#10536
Quote from: Ghost on Sun 20/07/2014 03:15:19
I don't know if you're familiar with "Happy Days", but there's a bit of the Fonz on that Cadet ;-D

Then I guess that makes the mechanic Pinky Tuscadero? :-D
#10538
Quote from: Gurok on Sun 20/07/2014 13:07:34
You need == for comparison. Try changing your if statements to:

This was a major step for myself to conquer in understanding how the code worked actually...

I couldn't get used to why you needed a double == when testing conditions and why a simple = was used when setting them.

Then I realized that the easiest way to remember was that when testing the varible in an "if" statement you also use <= or != etc.

So you need two symbols to test the variable condition, but only one to set it ("++" and "--" are shortcuts :P)

So anyway...That's how I got used to the way it works
#10539
Cheers mate! I've downloaded ACRONYM onto the classroom computer at my school and have been playing it in game-time with some of my more advanced English-speaking kids.

They all seem to choose the Cadet. I guess he is the most kid-friendly-looking character?

It's been a big hit with Japanese kids! They all laugh when they see the "First Contact" Cadet in his "smarmy/charming" pose.

Without exception, when I ask them "Do you want to play it again next time?" they have all said "Yes! Yes!"...

(Next time I'll make them play the Trooper. They're gonna love the expression on the cow's face...)
#10540
Grrrr...Finally got my all 5's and 6's character...Went Mechanic...No disguise or flashbomb...Met the neighborhood watch guy on first card...Died in 3 rounds...

Apart from that: Brilliant game Ghost!!! Has had me entertained all day!!!

With the tweaks mentioned above this could seriously go world-wide viral...

Oh, and here's my quote for the box cover if you deem fit:

More addictive than "Flappy Angry Birds With Friends"!!!

EDIT: Finally beat the game on about my 30th try...Cadet, and made it through with 5 mins to spare (laugh)

Record scraps carried at one time (to date): 50
Record number of rolls needed to abduct a single cow: 20

Ghost, please add some achievements:

UnMOOvable Object: It took you 20 or more tries to abduct a single cow.
Just Leftover Scraps: 50 or more scraps carried at a single time.

(or somesuch)
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