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Messages - Matti

#1261
You could simply change a (global) variable and turn the gas pipe's animation off in the room_load when it's done.
#1262
Yeah, you should change or delete the shadow/effect like the others said. I don't really like the font either but everything else is great. It's a clean, nice-to-look-at loading screen with a good colorchoice.
#1263
Quote from: Harg on Fri 23/04/2010 14:34:15
Guys, this is my battle against AGS Panel, which is ONE guy who decides the destiny of your game. How will you get serious review from serious site when in AGS site (your game engine site) are written these terrible comments.

That's COMPLETE bullshit. First of all, noone except for yourself genuinely affects the destiny of your game. Secondly, if somebody writes a review about a game, he playes it beforehand to know what he's talking about, so he wouldn't care too much about some review panel somewhere. If your game is good, then people consider it good and that's all.

This is getting too stupid. Matti out - forever.
#1265
You don't have to tell "the AGS panel" how to write a proper review. Long in-depth previews are made on blogs or other game-related websites. In the AGS game database, ONE person says on or two things about the game to give a very short overview on the games.

1. Your games do gain much more popularity when they're added to the database despite being criticized by the review panel. Also, the user's comments and their ratings are much more important (and I think they weren't bad in your case).

2. You're still starting threads about your game and about the AGS review panel. Why don't you just stop it? This is childish and shows that you're desperately trying to get attention for your game, maybe because you've deleted it? Add it or don't, but stop whining and trying to get attention. Last time it was google, now it's something else, but it's always about your game. That's pathetic.
#1266
Yeah, it's greyed out. Do we have to be logged in or something?
#1267
Try to act like you're 33, not 14 or something.
#1268
AGS Games in Production / Re: Wretcher
Fri 23/04/2010 00:18:12
Wow, this looks nice!

Haven't played Clocktower, but watched some videos. You really captured the style and I'm looking forward to cool chase scenes. Can't wait for the demo coming out.
#1269
Quote from: NsMn on Wed 21/04/2010 13:50:51
Lost Element.


Hey, they say you should have dreams.

Don't you mean the Forgotten Element?  ;)
#1270
One thing that still botheres me is his arm. He has a rather massive body, but his elbow is located right below his chest and the arm looks too small. As Khris pointed out, the cross looks like it's almost touching his head. I guess he's supposed to hold it in front of him, but then his hand should be larger and the arm more bend. That's why I like Andails/Loominous edit of the overall stance.

Otherwise great improvement!
#1271
You can't turn on/off the visibility of an inventory item. An inventory item is always visible, as long as it's part of the inventory ;)

I guess in your example you want a cup to disappear after it's taken, right? But then you must have an object representing the cup and make that one disappear.

Oh, but one thing seems strange. You wrote "icup.Visible = true;" after adding it to the inventory. I guess you mean false.
#1272
This doesn't make much sense, the second else if will never be checked:

  else if(UsedAction(eGA_UseInv)) {}
  else if(UsedAction(eGA_UseInv)) {}


The code should look like this:

Code: ags

function icap_OtherClick()
{
  if (UsedAction(eGA_LookAt))
  {
    player.Say("A bottle cap.");
    player.Say("What can I possibly do with this?");
  }
  else if(UsedAction(eGA_UseInv)) {
    if (player.ActiveInventory == ihalfbottle) {   
      player.Say("I need to fill this bottle first.");
    }
    else if (player.ActiveInventory == ifullbottle) {   
      player.Say("This will take a sec.");
      player.LoseInventory(ifullbottle);
      player.LoseInventory(icap);
      player.AddInventory(icappedbottle);
    }
    else Unhandled(); 
  }
#1273
General Discussion / Re: Spoiler question
Mon 19/04/2010 14:51:25
Use the [hide ] [ /hide] tags (without the spaces). I don't know if they work in the comment section of the games though..

Khris: We had that already. For some reason the spoiler tags aren't listed there.  Nevermind ;)

Edit: Boolie, you're not supposed to start threads in the completed games forum just to comment random games. It's for announcing a finished game. You can comment games in the AGS game database.
#1274
I just checked the manual and didn't see anything about the timer ticking while the game is paused. So I guess there's your problem.

In case you really need to have a timer ticking while the game is paused, create a variable and increase it every game loop inside the repeatedly execute always function.
#1275
You can use a walk-behind like you already did, but (as RickJ pointed out) you have to set the baseline to a point somewhere on the floor, since the character's baseline has to be above the walkbehind's baseline to get the result you're looking for.
#1276
Look up the DoOnceOnly command in the manual. Or simply create a variable and turn it off when the video was played once.
#1277
The first if-part can be shortened to this:

Code: ags

  if (GetGlobalInt(103)==0 || GetGlobalInt(103)==2 || GetGlobalInt(103)==3  || GetGlobalInt(103)==4) object[3].Visible = true;
  if (GetGlobalInt(103)==0 || GetGlobalInt(103)==1 || GetGlobalInt(103)==3  || GetGlobalInt(103)==5) object[4].Visible = true;
  if (GetGlobalInt(103)==0 || GetGlobalInt(103)==1 || GetGlobalInt(103)==2  || GetGlobalInt(103)==6) object[5].Visible = true;


The second one doesn't need the brackets:

Code: ags

 if (GetGlobalInt(103)==0) SetGlobalInt (103, 1);
 if (GetGlobalInt(103)==2) SetGlobalInt (103, 6);
 if (GetGlobalInt(103)==3) SetGlobalInt (103, 5);
 if (GetGlobalInt(103)==4) SetGlobalInt (103, 7);
#1278
All you have to do is write a line like Labelname.Text="Whatever";
#1279
You can use a GUI label instead of a textbox. There you can center the text.

Or you just set a higher y-coordinate for the character in each case where the text is too long. But I'd say this is terribly unhandy. I'd go for a GUI label.
#1280
After_Fadein is called once. Put it in the rep-ex.
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