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Messages - Monsieur OUXX

#1381
Critics' Lounge / Re: Portrait critique
Tue 16/06/2015 15:59:58
Same as silverspook: you fooled yourself into believing that the "wider eyes effect" obtained by using make-up was actually real. But it's justy make-up. the eyes are not so big.
#1382
I have a friend who works at Ubisoft on Assassin's Creed, and when I told him that Indy& the 7 cities of gold has been in production for 4 years, while some other projects (Indy & the Fountain of youth) have been in production for almost a decade, he made corrosive jokes, almost calling it incompetence. I tired to explain to him that making a game part-time with a small team with a lot of turnover was a very specific process.

That article makes me feel better. The guys were 3, but full-time, and it took them 4 years.

#1383
You addressed several points:

1) I'm surprised when you say that the magnififer module doesn't work with square areas, just like the underwater module and every ancient module. But if it works with custom shapes, then it's cool.

2) About the repeatedly_execute: maybe you don't see the effects of your script because that would require the display to be refreshed, and it's refreshed only at each game loop. No matter how much you change the X and Y variables of things, or how much you do GetSurface/ReleaseSurface on sprites, it all appears on screen after your custom script for this game loop ends, that is: when the game loop is finished, which gives back the control to the core engine. So, did you try putting a few Wait(1) here and there to see what happens?
#1384
Quote from: Akril15 on Sun 31/05/2015 23:50:41
this would mean having to display some of the objects at a right angle
That's called a "billboard" in 3D dialect. I'm 100% positive you might find a quick implementation of that using Google. And actualy the screenshjot of the 3D module shows that every 2D sprite in the scene is billboard. So it's already there I guess.

That said, what Snarky said about "opaque" walls was indeed right in the 90's but noawadays most 3D engines allow you to use a texture with transparent areas. So it all dépends on how this module was implemented. I've never used that one.
#1385
I didn't understand the issue and I'm frustrated because that sounds interesting. Is it about talkie games? How do you "assign a vox to a line of dialog"?
#1386
Quote from: LimpingFish on Sun 10/05/2015 01:02:29
I don't know...I mean, a lot of games never come out of production. It might just end up becoming a monument to dead projects. :-\

Wouldn't a simple GiP link in a person's signature be just as effective? The user would have to take the time to do this themselves, of course...

I agree with both points:
1) There are so many unfinished projects. Like, 20 for one finished.
2) The signature is good enough isn't it?
#1387
A wild guess: Turkey?
Anyways, is the plot inspired by The Name of the Rose?
#1388
The timelapses are cool!
(I haven't tried the game yet).
#1389
This game needs more popularity
#1391
Please keep posting for any updates. I'll add your project to the wiki page
#1392
OH F*CK is it the deadline already??? Damn. :'( (unhappy mr. ouxx)
#1393
You totally nailed it. My script works much better if I move my character even further right (the sprite is actually much larger than it seems, because of the sword) and if I increase the difference between the rabit speed and the character speed.
I had no idea about BlockingHeight/Width. I'll use the shit out of that -- that will also avoid collision with the other rabbits.
#1394
Thank you so much!
How do collisions between characters work? (what's the bounding) I've noticed that characters block each other for the first time in this game (it's the first time I have NPC's walking around). I'll look into that.
#1395
Hi, I'm making this game using 3.3.0 RC1: https://drive.google.com/file/ Link removed. Contact me if you're curious and want to investigate the real cause.
(please don't download this file unless you want to help, or you'll spoil the game for yourself)

I'm having an issue for months that I can't seem to be able to fix.

Here's the protocol to replicate :
1) start the game
2) click on the "catch rabbit" button on the welcome screen
3) Change cursor to "interact" (hand icon) and click on one of the purple rabbits that wander around the main character
4) Dennis will talk and then run after the rabbit
5) ISSUE: The characters don't walk simultaneously. Whatever I try, the first one walks, THEN he stops and the other character walks.

The code to this is in function "CatchRabbit". The function is a big "if" but the part you're looking for is in code block "else if (R05_CatchRabbitCount ==2)".
As you can see the code is very messy because I've tried many things. I've even tried swapping the rabbit character ("r") with another dummy character ("dummyRabbit") just to be sure there's no other script interfering. But to no avail.

Help, please.

#1396
Wow, Trafflesby, very nice walkcycle, a lot of personality. Mad's one is nice too but much more generic. Trafflesby, if you're not afraid of going slightly cartoony, stick to yours.
#1397
the game has been removed from the games database?
#1398
Can someone point me to an existing AGS mouse-controlled paltformer engine? The ones I know are keyboard-controlled. I've come to realize that it's much more tricky to implement than I thought, since the pathfinder doesn't work well on very thin walkable areas.
#1399
@Amélie: please do enter the contest, I'"m entering too!!! ;-)
#1400
I've you're talking inventory objects, yes, there are solutions -- if I recall, the object virtually exists only once but there's a count on how many of it the player carries)
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