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Messages - Monsieur OUXX

#1501
Cool. I always write my own and it's really, really poorly written. I'm even pretty sure mine could make the game slow down in some unlucky cases.
#1502
Quote from: StillInThe90s on Mon 13/04/2015 14:21:52
The mushroom scene gives me that warm kyrandia book 1 feeling...
Overall, those graphics make me want to click every-f**king-where.
#1503
An incompatibility with AGS 3.3+ has been reported. It's only a matter of changing a name somewhere so that it doesn't conflict with newer AGS built-in names. See here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52005.msg636511158#msg636511158
#1504
Additionally to what CW said :
- Either it's a variable or struct that is already named "Speech" in the module --> In that case just do a full-text research and replace "Speech" with "MySpeech" or whatever
- Or it's a GUI or sound or view that is already named "gSpeech" or "aSpeech" or something. It means they're not declared in the script/modules text, but instead somewhere in the AGS Editor --> In that case, there's a chance that AGS automatically created a symbol called "SPEECH" or something. Even if it doesn't appear in the scripts, don't let yourself be fooled. For example, think that renaming the speech gui from "gSpeech" to "gMySpeech" might fix the issue.
#1505
The Rumpus Room / Re: MUFASA RKG
Mon 13/04/2015 09:23:07
Really really nice work.
#1506
Quote from: Klytos on Mon 13/04/2015 04:57:04
Don't all games announced here have to be made in AGS? :grin:

Yes but every now and then some people get confused and post here something they made with <insert other engine here>.
#1507
Cool style anyways. Try to make sure it's well polished before releasing and we'll all be very happy like it's Christmas :)
#1508
Should I just re-use this one? ;)
Just kidding of course.

#1509
A very efficient solution was provided by Gurok, who noticed that the global script also "contains" all the game's dialogs -- hence gazillions of symbols that are just begging to be moved to a dedicated module.

The detailed solution:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51979.msg636510844#msg636510844
#1510
I love this last image. Very simple (apparently only!) but visually powerful. I always had a thing for black/gray/red old-school gradients ;)
#1511
Sweet!
Now selmiak what are you waiting for? Make all our game walkcycles already!!! ;)
#1512
thanks a lot nims! Broken links are always a pain.
#1513
The graphics look very stiff but very clean too and strangely appealing at the same time... I haven't played the previous ones but I want to give it a try :)
#1514
It's still all supercool. I love the sort-of 16/64-colors Amiga-like low-saturation color palette.
#1515
Quote from: Technocrat on Wed 08/04/2015 12:14:31
Based on what you've said, it might be more sensible for me to take the functions that are particularly silly-complicated, and move them into another module, rather than just saying, blanket, "all inventory functions".

As a reminder, the core issue is the number of symbols. Symbols include parameter names, function names, etc. So yes, focusing on the complicated functions is essential, but sometimes even moving simple functions reduces the number of symbols.

Also, Gurok is right about the dialogs. Id idn't know that dialogs were silently embedded into the global script.

#1516
Well you still need to keep the function in the global script. But from that function, call your module's function.

There would be a way of getting rid of the global script's interaction functions altogether by intercepting the clicks in your module's repeatedly_execute, but that's overkill if you're currently just working around a compiler limitation.
#1517
Critics' Lounge / Re: Help with portrait
Wed 08/04/2015 12:04:03
The original drawings look like she's 35 or 40. Andail's edit makes her look like she is between 20 and 30.
#1518
tantalizing
#1519
nice one.
#1520
Cool competition. Thanks a lot for the fun! Next theme better be as awesome (and fit in my backgrounds todo list ;) )
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