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Messages - Matti

#1081
Critics' Lounge / character sprites & BG
Fri 19/11/2010 13:42:41
Current set:



Background:

#1082
You should place it in the room script as objects are room dependant.
#1083
fuck yeah!

I was waiting fot that since I considered your room edit suggestions the most useful of them all.
#1084
Critics' Lounge / Re: Main character portrait
Thu 18/11/2010 12:46:44
I think it looks very nice altogether. But there's something strange with the anti-aliasing going on. Sometimes it's missing, sometimes it looks weird. You should work on that some more.

I made some rough lines to show the important parts.

#1085
Quote from: Ilyich on Wed 17/11/2010 14:28:25
This also makes me think of some sort of contest for best modification of the existing background. :)

Nice idea!

And yeah, that's a pretty great paintover. I especially like the glass front of the building, it looks superb.
#1086
Drawing, writing and even programming* are things I already did as a kid. Throughout the last 10 years I had different periods with different focus, for several years I didn't do much of any of this. Since 2006 / 2007, when I discovered AGS, I'm drawing and programming continuously again - sometimes more, sometimes less. It's all learning by doing really, I didn't study any of this and didn't do many tutorials either.

I'm in a good position for making games, since music is practically the only thing I can't do myself (though I do play guitar and bass ;)).


* You remember these old pseudo-laptops with a two-line display? One could code around a hundred lines in Basic with the one I had..
#1087
Idea - Zyndikate
Atmosphere - Zyndikate
Design - Zyndikate
Composition - Mad
Technique - Mad

Nice entries everyone!
#1088
What exactly happened to the asphalt?
#1089
All the code needs to be within the hDoor1_look function, so you forgot two brackets. They should be automatically added if you're properly linking the function via the lightningbolt and [...] - buttons on the panel.

function hDoor1_Look()
{   <--
if (vDoor1Look == 0)
{
  Display("You see a door.") ;
}
if (vDoor1Look == 1)
{
  Display("On closer inspection you see a small keyhole on the large and omnouse door.") ;
}
if (vDoor1Look == 2)
{
  Display("You try to open the door only to find that it is locked.") ;
}
if (vDoor1Look == 3)
{
  Display("There is nothing left of interest") ;
}
if (vDoor1Look <3)
{
  vDoor1Look += 1 ;
}
}   <--


Also, this piece of code could be significantly shorter if you write it like this:

Code: ags

function hDoor1_Look()
{
if (vDoor1Look == 0) Display("You see a door.") ;
if (vDoor1Look == 1) Display("On closer inspection you see a small keyhole on the large and omnouse door.");
if (vDoor1Look == 2) Display("You try to open the door only to find that it is locked.");
if (vDoor1Look == 3) Display("There is nothing left of interest");
if (vDoor1Look <3) vDoor1Look += 1;
}


You don't need the brackets when you're just using one line of code.

Also, in the future, use the code-tags when you're posting your script, it makes everything much more readable.
#1090
Either check if cZombie is at the target coordinates and THEN do the animation or set a variable when he starts walking and check the variable when he isn't walking anymore. I think the latter would be the way to go as it could happen that he isn't stopping at the exact target coordinates.

Edit:

Code: ags

cZombie.Walk(500, 50, eNoBlock);
ZombieAni = true;


Code: ags

if (!cZombie.Moving && ZombieAni){
  ZombieAni = false;
  cZombie.Animate(3, 1);
}
#1091
Quote from: mode7 on Fri 12/11/2010 18:12:45
I don't know about ocean spirit dennis and I don't know iceys previous games

Here's Oceanspirit Dennis' history in a nutshell, sponsored by Ponch.

Haven't played this one yet but I'll check it out soon. A finished game by Icey that got positive reviews? That's something I gotta see myself.
#1092
Quote from: cianty on Fri 12/11/2010 17:12:58
Quote from: cat on Fri 12/11/2010 16:00:24
I also use Avira Antivir, but from the first posts in this thread I couldn't imagine what AVG is (I thought it was some AGS Plugin or similar)

Me too... :-\

Me too  ::)

But I don't have Antivir. I used it many years ago and it sucked so badly that I decided never to use it again.
#1093
Why not rename them?

Also, this is all obsolete with the newest AGS version (at least what barefoot said).

Um.. seems to be solved.
#1094
I just saw Exit Through the Gift Shop in the theatre.. and it's just great! I mean, it's brilliant what they did and that they made this movie. Don't read too much about it before you see it though...



#1095
What version are you using? In 3.2 there's a limit of 50 hotspots. Also, there's no "WalkOn" but only a "StandingOn" for hotspots.

But I'd do it like Mouth suggested, the script shouldn't get confusing doing this.

Edit: It should look somehow like this:

Pseudo-
Code: ags

if      (Hotspot.GetAtScreenXY(player.x, player.y) == hHotspot1) oObject.tint();
else if (Hotspot.GetAtScreenXY(player.x, player.y) == hHotspot2) oObject.tint();
else if (Hotspot.GetAtScreenXY(player.x, player.y) == hHotspot3) oObject.tint();
...
else oObject.RemoveTint;
#1096
Quote from: Harg on Sun 07/11/2010 22:18:25
Quote from: Khris on Sun 07/11/2010 22:05:05
If a game looks interesting to me, a one cup rating won't keep me from trying it.

Then what is the point of the cups?


Narf?
#1097
I think that makes sense, Ascovel. I haven't played the two games, but if they have little or none gameplay they shouldn't be rated (just like Life ) - or they should only be rated for the graphic/storytelling part and that should be mentioned in the review.
#1098
Yeah, what Khris said.

Otherwise a nice little game about a fat weird chicken.
#1099
Quote from: Mad on Sun 07/11/2010 12:43:59
Quote from: Chicky
Mad, please make a game in that style! Lots of love - Chicky.
In the works... and thanks a lot ;).

Good to hear that, it's a really nice style.
#1100
It seems you assigned the same view to both characters  ::)
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