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Messages - Matti

#501
Critics' Lounge / Re: Background art
Thu 15/09/2016 10:48:15
Quote from: Grundislav on Wed 14/09/2016 16:35:39
I like the first background a lot more. The second one does fit the character, but it looks like it went through a Photoshop filter which makes the shading on things like the wall and the posters look strange.

I'd actually be curious to see a mix of both, that is to say, keep the coloring and shading from the first, but make all the outlines black as they are in the second one.

Exactly my thoughts! Try to add some darker outlines to the first image which looks a lot better than the the one with the obvious photoshop filter.

Edit: Also, I wonder if the game is in 32-bit. If it is, you could have some AA on the character's outlines that would help make them blend in more.
#502
Really, slasher. It's quite annoying that you give as little information as possible and then don't even answer all the questions. On top of that you just say that you "got around it" somehow. This isn't helpful for anyone. Neither for someone with a similar problem, nor for Crimson, like Snarky pointed out.
(wrong)
#503
I can't test this before monday. But keep in mind that I only had the problem on my old laptop (which is broken) and I haven't used any gamma calibration yet. Also, I'm currently using 3.4.0.6.
#504
Nice simulation there, Mandle, better than I expected! I also agree to everything kumpel wrote!

Speeding up the time and some data are features I definitely missed.
#505
First I was going to comment that it's now a much nicer experience, but too easy. Then I realized that now you don't get hit by boats at all :-D
#506
The Rumpus Room / Re: Happy Birthday Thread!
Sun 28/08/2016 12:09:08
Happy one, Olle! I hope you're doing fine.
#507
Quote from: Mandle on Sat 27/08/2016 00:06:33
To be fair to the game, it lets the player choose what kind of person they will be...You don't have to rape anyone...
Quote from: Jack on Sat 27/08/2016 01:53:19
What reaction would you have if the protagonist of an AGS game could murder someone in the game?

I know that it's a choice in the game (which I haven't played) but that doesn't change the fact that the idea of the choice to rape women as well as the graphical execution of that requires some sort of pleasure in doing so. I wasn't surprised seeing that I was right as I suspected this from the beginning. Really, no surprise there.

Quote from: Mandle
Stephen King doesn't go around in real life trying to kill people with an ax either (that I know of)...He just writes about it...

You're right and I'm not saying that CherrySock is going around raping people. But here's the thing:

1. There's a huge difference in how you present a thing. Why do you harm people? What people do you harm? Is there a murderer running around killing people or are you the murderer and find enjoyment in doing so? I find all these tortureporn stories disgusting as well.

2. There's a very huge difference between killing a person for some reason (usually there is one and you have enemies of some sort who want to harm you, but that's another topic) and raping women if you like to. The second case is a product of the disgusting way million of men look at half of the planet's population with all brutal consequences.

Quote from: Mandle
...well...as long as they remain fantasies then who is hurt?

Yeah, I'm (somewhat) happy if something like this stays a fantasy and doesn't end in action. Still, the fantasy itself (or the overall thoughts that lead to it) is the problem and precedes the behavior towards people (well, women that is). And it doesn't need actual raping for women to receive a shitload of physical and psychological violence all the time all over the world, due to how so many men look at them.
#508
Quote from: Mandle on Wed 24/08/2016 15:41:30
The "Neighbor Aware Tile Selection" tutorial you linked to was AMAZING in how simple and elegant code can be if one takes the time to think it through beforehand...

I would have just gone for the "towering if statement" in this case myself, but now I know there is always a better way...

Same here. Thanks for sharing this, it's indeed quite elegant. It might even come in handy in my current project.
#509
Apropos "less porny": I must really wonder why you can so light-heartedly discuss where you can properly dispatch some porn games while this is a product of someone with despicable rape fantasies (homepage and all) :(

Keeping in mind the probability of spoiling things with some AGS members or moderators, I still have to post this as it really bugs the hell out of me and I thought that this wouldn't happen within this community.
#510
Quote from: rongel on Wed 24/08/2016 11:55:22
when I test my game in fullscreen mode and I load/restart the game, gamma changes to more bright. This does not happen in windowed mode.     

I had the exact same problem on my last laptop (a fujitsu siemens) and it was quite annoying. It had nothing to do with the code, but only happened with AGS games. Unfortunately I couldn't fix the problem as far as I remember. Doesn't happen with the laptop I'm currently using though.
#511
This looks lovely. Can't wait to play it!
#512
Changing views and doing animations is very basic stuff, so I suggest checking the manual and also densming's video tutorials.
#513
Quote from: Ardentsideburns on Mon 22/08/2016 14:20:23
i tried, but nothing seems to happen. it seems that repexec isn't really capable of starting a timer for some reason..?

Ah, sorry, I forgot to note that you'd have to set a timer once before the rep exe is called (on room_load or game_start for example).
#514
As Mandle said, you've put the check in the room script, so it's only called once after entering the room.

Quote from: Mandle on Mon 22/08/2016 05:03:26
Try starting the next timer at the end of each "if" check, right after Loop++;

If the only use of the "Loop" variable is to check what timer should be set next, then you don't need it. You could just replace the loop++/loop-- with the next SetTimer:

Code: ags
function room_Load()
{
  Turquoise.Name=("Fancy lady"); 
  Alberich.Name=("Nervous guy"); 
}


function room_RepExec()
{
  if(IsTimerExpired(1)){
    Turquoise.LockView(66);
    Alberich.LockView(8);
    Turquoise.Animate(0, 4, eRepeat, eNoBlock );
    Alberich.Animate(0, 1, eRepeat, eNoBlock );
    Turquoise.SayBackground("psst psst psst");
    SetTimer(2, 10);
  }
  if(IsTimerExpired(2)){
    Turquoise.LockView(18);
    Alberich.LockView(12);
    Alberich.Animate(0, 1, eRepeat, eNoBlock );
    Turquoise.Animate(0, 4, eRepeat, eNoBlock );
    Alberich.SayBackground("whisper whisper whisper");
    SetTimer(3, 10);
  }
  if(IsTimerExpired(3)){
    Turquoise.LockView(66);
    Alberich.LockView(8);
    Alberich.Animate(0, 1, eRepeat, eNoBlock );
    Turquoise.Animate(0, 4, eRepeat, eNoBlock );
    Turquoise.SayBackground("mumble mumble mumble");
    SetTimer(1, 10);
  }
}
#515
First: 12
Second: 6
Third: 14

Quote from: Mandle on Tue 09/08/2016 12:27:04
Really lovely effort that makes me want to play a game in that style!

Thanks. Now that I look at it again, me too! :smiley:
#516
Unfortunately I had to really rush this one (because I'm away for a  week now) so it didn't turn out as I planned. But I'm glad that I could finish it.

[imgzoom]http://i.imgur.com/f3tFCjq.gif[/imgzoom]
#517
Btw, you don't need that many brackets and the "== true" isn't necessary. So you could write it like this:

Code: ags

if (gInventory.Visible ||
    gPanel.Visible ||
    gSaveGame.Visible ||
    gRestoreGame.Visible ||
    gRestartYN.Visible)

    gTextbox.Visible = false;

else gTextbox.Visible = true;
#518
I'm working on something too. I hope I'll finish it during the weekend as I'm away for a week from tuesday on. This would be my first coloring ball in a long time.. I should participate more often.
#519
Quote from: Ali on Fri 29/07/2016 09:34:31
I think the player character should refuse to take an item until he/she sees the relevance of it. I think that's preferable because (in an adventure game) the protagonist is a character with opinions, not just the agent of the player. The player's agency is mediated through their personality, and they are entitled to refuse to do something which is pointless or doesn't make sense.

I agree with that, if the game isn't a weird comedy game anyway where you're constantly carrying stuff around that doesn't make sense to you.

I think it's totally fine that you can't pick something up first but later can see a use for it. And for me it's quite satisfying when I think "Ah, that item I encountered some time ago could be useful here", go back there and then can actually pick it up. I don't see so much difference to the decision what item to try on what object/character - something you think about in most adventure games all the time anyway. As long as it's (more or less) logical, it's fine for me.

Something like "Well I know where it is if I need it" is too much of a hint imo, because then you already know (or believe) that it'll be necessary later on. Without knowing why it is not a good idea, or at least not necessary. I'd prefer that either the player can see a use for that item on his own or gets a hint later on and thus returns to try to pick it up. If I already know that I'll need the item later, it's less exciting and not really satisfying. I'd prefer something like "I can't see a use for it" or "I'd need a good reason to carry something that large with me".

"Well I know where it is if I need it" would be especially silly in a case where the player sees "a large/outlandish item". If he can't think of a use for it then he wouldn't say something like that.
#520
For everybody's convenience now with proper indentation ;)

Can't see a mistake, but maybe Snarky is right about the color.

Code: ags
function DeRez()
{
  if (DeRezzed[n] == true) return;
 
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  surface.DrawingColor = 0;
  cy = 0;

  while (cy < 200)
  { 
    cx = 0; 
    while (cx < 320)
    {
      if (surface.GetPixel(cx, cy) == c[n]) surface.DrawPixel(cx, cy);
      cx++;
    }
    cy++;
  }
  surface.Release();
  DeRezzed[n] = true;
}
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