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Messages - ManicMatt

#81
As you might have seen in my working in progress thread (If anyone actually reads my posts there other than CassieBSG lol) you'll see I feel like I have an unknown deadline to finish my game. If something happens to me, it's going to languish on my hard drive or get delayed who knows how long. If I lose a loved one, I'm not going to be wanting to work on it at all. And I really could do with some money coming in, no matter how small!
#82
Why did you use a GUI for that? I'm guessing it's a close up of the bookshelf in a room and that's why you did it. I'd have it transition to another room personally, and I would have hotspots and objects for the books, and have the book image turn visible or invisible depending on a variable or if the image is currently visible when clicking on the hotspot.

Edit: i didn't fully absorb what you last said, sorry.
#83
Would using the visible = true; code work? (Probably not)

Or importing an empty sprite with the same dimensions? I can't think of an instance where the player would want to click on something invisible in a GUI, so i'm curious what it is you're trying to achieve?
#84
Due to recent events, I have been working day and night (with breaks) to get my game finished and released just incase anything happens to me or my loved ones while I am still able and motivated. I do have Asthma, so I don't know how much that would make it worse should I get the virus.

I was looking for work but I have a feeling that's going to be five times harder now, so hopefully this game might help me out a little, but it's only going to be on itch for the time being as I can't afford to pay the steam fee right now to put it on steam.

I've recorded all the voices, and I'm currently editing the recordings. All the music is done, and unlike Trails and Traces, it's constant music.
#85
Have you thought about making a myst style game using photographs, perhaps ones you've taken yourself?

Not only are you going to have nice graphics (lol), but you've now bypassed doing a lot of animation. :D
#86
Oh, my bad, but I learned something today. :)

I tend to stick to global variables, I didn't realise this declares a local variable.
#87
Quote
Thing is, the above is a perfectly fine code on it's own. Are you sure there's no other variables called "x" there?

I've never tried it but but wouldn't defining a variable in repeatedly execute mean that its trying to define the variable repeatedly, but it can only do this the once?
#88
I don't have a game to suggest but just reminding everyone it's March. :)
#89
Indeed, I for one will stick to the tried and tested FaceDirection code as I will 100% know the character will face the direction I want. There's no need to complicate this.
#90
So here is how you talk to people. This pad comes up and you can select topics. The top row is just for fun.



This character was the first one I created for this project. Here is how he first looked. I not only improved him, but I didn't want every character just standing around waiting for Boiled-Hard!



Improved Sprite:

#91
Quote from: TheManInBoots on Wed 26/02/2020 14:13:07
If nightmarer changed the background, he had to redraw the walkable areas.

Only if the size of the background was different. If it was the same dimensions then the walkable areas would remain intact.
#92
Hmm, it's a shame you don't know what went wrong. If a similar issue happens again, you didn't learn from your previous mistake. :/
#93
Overall I really enjoyed the fifth episode! Sorry!

Spoiler

I was horrified to see Icheb killed off just like that, although I didn't realise it WAS Icheb until later on because it wasn't the same actor. I did wonder if it was supposed to be what with the ridge on his nose and so on.

Speaking of not the same actor, I was really disappointed to finally see Bruce Maddox and.. not the same actor as in seen TNG. Sigh.

So why did I like it? Well, it was great to see Seven again, and interacting with Picard. The whole episode was less slow than the previous episodes.

I was hoping Seven would stick around, and although it left her fate uncertain, I'm pretty sure she'll get out unscathed. Great to see her being badass.
[close]
#94
Hmm that's a good idea! :)
#95
I knew I wouldn't get nominated for anything, and not because my game might be inferior, but because it's not been played by that many people! Although in many of those categories like background art I would be surprised if I beat any of those! My music however is pretty damn good, but again how many of you heard it..

Hopefully Boiled-Hard might fare better next year?
#96
It would be easier and better for you if you chose one piece for us to critique.

But I will comment on the image with the hand sculpture. There's different things at different resolutions which is really jarring. The globe for instance is low resolution and very blocky. Additionally with that perspective I should be able to see the tops of many objects, like the guitar, but I can only see the front of it. I've already forgotten what the image looked like to comment further.

It is customary to upload the image somewhere and then display the picture in the thread itself so we can see it easily and not have to leave the site. Not doing so will likely decrease the feedback you will receive.
#97
You'll find yourself changing this setting in the future temporarily so you can quickly test each room without having to progress from the start every time.
#98
Critics' Lounge / Re: Jurassic Park Sprite
Wed 12/02/2020 14:23:32
(I replied to Mandle off-AGS)

His legs do look better with a darker shade under the knees having a mess around just to see, although I felt compelled to anti-aliase them then, lol.

I've done so much animation for this guy now and it's not really worth taking the time to go over each frame when I'm satisfied with it, but I will take your advice under consideration for future characters, especially the light source! Thanks!
#99
Oh right! I thought maybe I was doing it wrong by having it i. game start despite not noticing any problems. I'll revert it back to how it was. I'm not using any scaling for this game anyway. Yeah that was the code! Thanks both!
#100
I realised my character z code was in the game start function, so I moved it late repeatedly execute always and when the game loads, I visually see the character get moved down after fade in. Keeping it in on game start as well seems to fix that.

Although my character z code is just the basic version of the code for the z axis, not the above code that bx83 is using which I don't understand.
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