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Messages - Matti

#2041
The legs look like there are no muscles at all, especially the rear legs look strange.. almost crippled.
#2042
AGS Games in Production / Re: The Wanderer
Sat 28/02/2009 11:54:21
Hey, this is getting more and more interesting. I really like the new screenies. Keep up the good work!
#2043
Quote from: IndieBoy on Fri 27/02/2009 17:05:07
An undead ghost would be a living person wouldn't it?

If we're going into logic here: Wouldn't anything Undead be living anyway?
#2044
You have to declare variables. In this case "bool done;" like KhrisMUC wrote.
#2045
You wrote !== instead of just ==.
#2046
You have to write object[3].Animate(3, 2, eNoBlock);

..because eBlock is the default and thus the script will be stopped until the animation is finished.
#2047
Quote from: Mouth for war on Wed 25/02/2009 21:06:29
object[3].Visible = true;
object[3].SetView(5, 3);
object[3].Animate(3, 2);
if (object[3].Frame!=2) {
"Character disapperars"

Why do write "Frame!=2" instead of "Frame==3" ? In this case he would disappear right at the beginning of the animation, doesn't he?
#2048
Quote from: poc301 on Tue 24/02/2009 22:22:00
I was thinking a possible way to handle it would be that when they find the item before the puzzle it says something like "This shelf contains a, b, c, d and e.  You don't want anything from here now," or something similar.

Yeah, I would do that. It's a normal thing to let the character say that he doesn't need an object right now.
#2049
As creator already said: "You need 2 equals signs when checking a variable and 1 equals sign when setting a variable."

So just change "=" in "==".
#2050
Ah well, I worked on Vacations To Pay.

Since I haven't much motivation on starting all over again (and being working on other projects these days) this might never see the light of day.

Then again, perhaps I will consider remaking it. But if so this will be far in the future...


@Bog: Is this just a picture or is it a game?
#2051
I like that idea too and - as dualnames points out - it could be really helpful. I do sometimes have the problem that my code is much longer and more complex than necessary. So I'd love to see the shortest piece of script for certain "situations"..
#2052
Yeah, the shoes look perfect now and the head is okay too.
#2054
Erm... /Music ??
#2055
The walkcycle is okay I think. But the shoes are too quadratic, I would change them like that:




#2056
I'm with ProgZmax here (regarding the random phrases, not the word "meh"):

It always annoyed me when the character's responses to certain items and actions didn't make sense and even more when they started to repeat themselves.

There should be a unique response for every obvious/logical action and the handful of actions left just don't "deserve" (or need) a response.
#2057
Quote from: Trent R on Fri 20/02/2009 06:36:24
I bet the presentation was so good, that he's been asked to show it all across Europe.

Or the presentation was so bad that he is too embarrassed to post again and talk about the outcome, especially since he was online for just one day after he started this thread and thus wasn't able to take all the great ideas into account..
#2058
Critics' Lounge / Re: Oozy inventory screen
Fri 20/02/2009 17:23:38
Quote from: ProgZmax on Fri 20/02/2009 17:11:08
It's true that the red is a bit light, but I think you need to find a monitor tutorial and adjust your colors, matti :).

Haha, yeah, I just realized that my gamma settings were wrong. My laptop's stupid graphic card doesn't let me adjust the contrast and the monitor is too bright. I have installed drivers to adjust the gamma value but everytime I play a game this value is set back to normal, so sometimes I forget to change it again.

But still I think that it's a bit too bright, though really only a bit...  ;)
#2059
Critics' Lounge / Re: Oozy inventory screen
Fri 20/02/2009 16:46:56
It doesn't look bad. Can't give any tips for the shading but the only thing that bugs me is the pink color you use. I'd prefer red or at least something different to that pink..
#2060
Well, you have to tell which character is supposed to do these things. If it is your main character, use cEgo.AddInventory and cEgo.Say.... if it's another one or you changd the scipt name of the main character then change the lines accordingly.

Regarding the error message:

A "[" is expected because you can also use character[ x].blabla, x being the number of the character..
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