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Messages - MillsJROSS

#801
Yes, but that doesn't explain why when I made a whole diffrent set of codes for just the Displaymessage it didn't work.

Which would look similar to this

{
if (GetGlobalInt(1)==20)
{DisplayMessage(16);}
}
#802
Thanks Gil...that did the trick. But no it wasn't so obvious...I actually had the DisplayMessage before the SetGlobalInt, and that didn't work either. I had tried making a whole seperate globalint for just the dialog, that didn't work either. But somehow this one did, and that's all I honestly care about. Thanks! You've allowed AQ to go that much further.

-MillsJROSS
#803
I'm interested in anything anyone has to make. Go for it, if not for us...it's always enjoyable doing it for yourself.

-MillsJROSS
#804
oops...I intended to, sorry.

Here it is before said code...

{
if (GetGlobalInt(1)==20)
  {PlayMusic(3);}    
  {SetGlobalInt(1,10);}
}  

After...

{
if (GetGlobalInt(1)==20)
  {PlayMusic(3);}    
  {SetGlobalInt(1,10);}
  {DisplayMessage(16);}
}  

Hope that helps.

-MillsJROSS
#805
I have a point in my game, where after something happens I want a dialog box to appear when I get to a certain screen. Now I set a Global Int, and with the other code, my code works fine. But once I put a displayMessage, code, it displays the message no matter what the GlobalInt is set for. (I've already set it so it starts at 0 from the beginning). What's wierd is that the the scripting works perfect until I put that code in. And I know I've put it in correctly. I even tried a couple of diffrent kinds of Display scripts...the same results as the DisplayMessage.

-MillsJROSS
#806
Back when I first joined the community, none of the games would play music on my system, which would piss me off. I can't play a game without sound...you don't notice it until it there is none. So once I got a new system, and realised that these games did have sound, it made me a happier person. Now whether a person prefers music or ambience throughout their game, is their oppinion. But m0ds is porbably right, a mix of both in the right direction can be very effective.

-MillsJROSS
#807
No, Squinky just timed it at the right moment. Don't take all the credit, squinkers. I had been reworking with AQ2 for 3weeks...on and off as work has allowed. He does deserve some credit, though. He did motivate me to finish it faster than it might otherwise have been done (from anywhere to a couple of days to a week).

I don't think this is an annoying idea at all...through the private messages. And it has proved motivational. It's always good to know you have people looking forward to what you have to give to the community. There are many people here that I am awaiting a game from, and they may just get a private message from me, too.

And yes...work on Fry2 is needed...The Demonslayer games have given me enough Squinky humor to know that I want more!

-MillsJROSS
#808
General Discussion / Re:Embarassing moments
Sat 28/06/2003 05:28:11
ehem...other than holding Squinky backside...

Just this past year, I was comming back to my dorm after doing some much needed laundry (we're talking about 3-4 weeks of clothes, and no, I didn't have to wear anything twice). This was right after a trip home, wear my latest issue of playboy came out, so I had wedged the magazine and covered it with my laundry for the haul back. Anyway, this basket was so cumbersome and heavy that not only was I having trouble carrying it, but I couldn't see where I was going. So just as I was passing two good looking girls I tripped some of my laundry flew onto the ground, the magazine with it. Then two guys in a car started laughing their asses off, so me an my roomate, and the two girls told them they were jerks. I quickly put the magazine back into hiding...but I was embarrased. I don't know how the girls felt.

I don't know if I'd classify this as the most embarassing moment of my life, but it's one that came easily to my mind.

-MillsJROSS
#809
Advanced Technical Forum / Re:Transitions
Fri 27/06/2003 15:28:21
Scummbuddy here is right. You make an animation, import it into the engine and run it before you leave a room and upon entering a room. This, however, would take up a good amount of space on your game.

I've been thinking about this a bit, myself. Some new transitions would be cool, and it would also add a professional look to our games. It would seem to me, then. That someone could possibly make a plug-in for transitions. I, however, do not have the skill, nor know if indeed this can be done for sure. The question that comes to mind...when switching rooms, would you have to open both rooms, if say you wanted a horizontal line going accross the screen and everything it passes shows the next room? This could slow the engine down a bit, but again. I'm not sure.

-MillsJROSS
#810
Perhaps while we're at it, we could have a set of a couple different graphics for the gui. It's not that hard...a theme here and there, and make a package out of it. If I could make my own for AQ2, I'm sure the more talented artists could use their skills for a little while, for the community. Of course, it's much easier for me to say, when I don't have to do the work.

-MillsJROSS
#811
I saw it, but it was very hard to differentiate cats. The screen was rather blurry, but they were cute blurry things, I could tell.

-MillsJROSS
#812
AGS Games in Production / Re:Ace Quest 2
Fri 27/06/2003 05:59:32
Check updates...new demo.

http://www.sylpher.com/mills/AceQ2.zip

-MillsJROSS
#813
After a quick search through the AGS help file, I was unable to find anything. I tried playing around with a few things in the engine, and also couldn't find anything. I agree, it might prove useful. But I'm not sure how just scripting a non-player character to mimick the same thing, would be too hard. Unless you're putting randomness into a game. Through scripting, though, you could always mandate what a player does.

What exactly are your ideas on usefulness for this function? I think that it would be a neat tool, and could make some scripting easier on us...but I'm not sure how I would use this tool.

-MillsJROSS
#814
Have you faced the character where the charcter needs facing? Or does it do that after walking there?

-MillsJROSS
#815
Technically you don't have to add a room, you could just use a object and turn it on as you leave, and before the player enters a screen make it turn off. This would slow the game down, though. And probably add uneeded bulk.  

You could always, to save space, make one room a meanwhile screen, and then use GlobalInts to determine where the player is going when he enters the meanwhile screen. I'll explain further if needed

-MillsJROSS
#816
As long as you draw a line as to how much time your spending on it, vs. real life. I see no problem. Is reading a book more important than the act of creating it? I don't think so. So making a game is important too. The act of creation is important. If you want to pass your test, than surely you should study for it. And if you want to make a game, then you should make one. It's all about your desires.

-MillsJROSS
#817
As far as I know, there is no free engine that capitalises on turn based games. However, with some tweaking with AGS, I'm sure you could make a turn based game. I've considered making one myself, far in the future.

-MillsJROSS
#818
I've got some burn cream that I got over the summer when I was burned by some really hot soup. I'll send it via IRC.

-MillsJROSS
#819
No but seriously, who is turning twenty?

-MillsJROSS
#820
General Discussion / Re:Embarassing moments
Wed 25/06/2003 05:21:32
I was the backup.

-MillsJROSS
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