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Messages - Monsieur OUXX

#2041
Hello,

I'm planning on using the new "Replace sprite(s() from source" feature, but I'm wondering: how is the path to the original files stored? Is it an absolute path, or is it relative to the game file's directory?

<crossing fingers for it to be relative>
#2042
Quote from: AprilSkies on Thu 27/02/2014 08:11:58
Can I put the link to this game in the brand new italian unhofficial AGS forum ?

Yep, of course you can, but on one condition : be ready to remove it when we give the go  :-D -- this demo is getting really old! :)
#2043
Oh man, I think in a thousand years, all that will be left of our civilizations will be: the MMM series, the Tintin series, and the Bible -- there are so many of them, translated to all languages. :D
#2044
I won't be voting, and here is why :

- at first I wanted to vote for the guys who got less votes, because the level of quality is so high that it wouldn't fair for them not to get any votes just because a handful of backgrounds are slightly better
- then I still wanted to vote for the best ones, because I noticed that the votes were quite balanced, and it wouldn't be fair if the really best ones didn't win.

In the end I thought: they're all so good, in their own way. Let it be, and congratulations to all the competitors, you put some prettiness (and an awful wish to play those games) in our day!
#2045
Congratulations, guys! Keep it alive!
#2046
Quote from: Abisso on Tue 25/02/2014 15:44:49
The "Seven Cities of Gold" translate to "Sette Città  d'oro", not "Sette Città  dell'oro".
We'll investigate that with our translator. Abisso, I guess that you're an Italian speaker from Italy? If he is an Italian speaker from Italy too, then we have a serious problem :D My intuition tells me that you are the one who's right, by analogy with my own language (French).
#2047
Is there a macro defined when the plugin is present? That would be very useful to enable or disable some code in the AGS script.

#2048
Quote from: Khris on Mon 24/02/2014 11:39:30
The more important question though: who cares? Why don't you just try it and make some inferences once something unexpected happens? :)

Well at the moment I'm scripting several features that rely on recursive functions, so I'd rather not misdesign my dependencies.
Thanks for the confirmations!

#2049
Agreed. But do you guys get the point?

When we did the first scripting challenge, we got immediately suspected of being lazy or lacking the skills.

So, I want to be honest to the contributors: Don't expect us to say "wow, thank you what you did was extremely hard. But it's eventually useless because the game never got released".
What we will say is: "Don't listen to the haters who say the tasks we call for are boring or stupid. Doing itwas vital to the project".
#2050
Quote from: Abisso on Mon 24/02/2014 15:49:37
doesn't the fact that you seem to be misinterpreted most of the time ring any bell to you Monsieur OUXX?

Actually it does, and we're having an internal team discussion about this as we speak. So can we now leave this behind for now, and just thank Ryan? I bet even he has no idea of how cool his effect looks on our intro background.


Quote from: Abisso on Mon 24/02/2014 15:49:37
Any progress on the Debug interface, instead? It would be very interesting to follow the development of that and I'd be glad to be able to use it in the future.

Yes, there is some progress, even though I'm slowing down because now I'm currently scripting the boring part of it. As soon as it works as expected, I will share it for sure, and you'll be the first one to know.
#2051
On a different topic: a few months ago I offered to help with Fountain of Youth, I offered to draw backgrounds for you, but the offer was declined. Do you have all your backgrounds? If yes, I'm very thrilled, best of luck for the imminent release. You guys paved the way for Indy fan games.
#2052
Quote from: DoorKnobHandle on Mon 24/02/2014 14:51:25
I was playing at the fact that I think it's incredibly rude to get other people to write code for you and when they finally do help you out, post a "reminder" to everybody that you could've done it yourself as the first thing, be it true or not.
Yes, we all got that. But you totally missed the point, that was not the reminder. Therefore, allow me to have as much humour as you do, and play on that fact too. :)
So instead of going conflictual, I'll just say this: Thanks, Ryan Timothy, it's thanks to people like you that our project will not be released in 2024, but instead probably around 2017. ;-D
#2053
You cut the sentence in the wrong place  :smiley:
Quote from: Monsieur OUXX on Mon 24/02/2014 12:40:44
Once again, we remind all the Indy lovers out there that (...) Ryan Timothy took us several hours closer to the release. A big thank you!
#2054
SCRIPTING CHALLENGE #2 - success!
We are delighted to announce that Ryan Timothy (and CK All Day to a certain extent) have beaten the challenge. Thanks to them, we now have credits in the style of Fate of Atlantis. Once again, we remind all the Indy lovers out there that even though we could have done it ourselves, a big part of the project is to be able to manage the enormous workload: that's where you guys come in. Ryan Timothy made us save close to 10 hours of researching, scripting and testing that we can spend on getting closer to the release.
A big thank you!


================

Meanwhile, our debugging system is getting more and more powerful, we fear that it eventually becomes self-aware and tries to take over the project. We apologize in advance in case we become responsible for the reign of thinking machines.

#2055
Hello everyone.

I'm using 3.3.0, and I put some of my (many) scripts in folder, to tidy up my project.

My two questions :
- I can only see how to create folders at the top of the scripts list - that is: in first position of a folder or subfolder. I can't seem to find how to create, let's say, the folder at the end of the scripts lists, after some individual scripts. Is it possible?
- Dependencies: does the dependencies order still rely on the order of the scripts in the list (if all the folders were flattened)?
#2056
A warmful thank to all the contributors. <joke>I'm sure Chris can see you from up there, and is proud of you.</joke>
Amazing job.
#2057
Quote from: monkey_05_06 on Sat 22/02/2014 06:23:47
I may take a look at it later and see if I could come up with anything.

Please do it. AGS needs collaborative development.
#2058
Hints & Tips / Don't push the button
Thu 20/02/2014 22:48:14
I'm stuck in the game, I can't seem to find the red button. How do I find it? Does it have something to do with the countdown?
#2059
The points that stand out so far :

1) You can draw. But do you have a viable production pipeline? (producing graphical assets for a game can be somewhat of a repetitive task, and a large volume). Can you draw hundreds of sprites and backgrounds, with technical requirements?

2) Do you want to go freeware or commercial? That's the one decision you need to make first (cat's intervention sounded like nobody even wants or needs to go commercial) : if you want to go freeware, you might get some money afterwards (if you're extremely lucky and manage to publish your game on semi-paying distribution networks  like steam, appstores, etc.). But you said yourself that you can't reach cruising speed by using only your free time. Then you need to go commercial.

3) If you go commercial (1 of 2) : Either you use crowdfunding, or you contact a publisher. Or a mix of both. But for your first game ever you'll have to be very convincing to get any money!

4) If you go commercial (2 of 2) : you have more financial resources but you also need to have a very steep production phase, you can't just afford to say "thanks, see you in four years for the release". Do you have any experience at showing your progress/results?

4) Can you make a game? It's one thing to draw. It's another thing to make a game: puzzle design, narration, scripting. The best way to prove your skills is to 1) either create a short game, or 2) Create a demo for your own game. Even something short, but intriguing. The shorter the game, the more you can focus on reaching the level of quality you're aiming at in your real project. But sometimes, even making a shit-looking but well-polished game (good narration, well debugged, etc.) is a good thing.

5) Never underestimate that a game development project is cyclic : the more you produce, the more you attract people. And the more you attract people, the more you produce. Stay under the radar as long as you only have something half-baked. But then as soon as you have reached a certain critical mass, then start advertising like crazy. And then you might eventually feel ready to kick off a kickstarter campaign or attract a small publisher.

#2060
Quote from: Mike the Wino on Wed 19/02/2014 19:09:07
Spoiler
is the icy corridor a good place to use the horse figurine?
[close]
or do I need to "use it" somewhere else? And if that isn't the solution, how do I continue
Spoiler
through the icy corridor? I just keep getting the statement "a reflection shouldn't move like that" or some such rot.
[close]

The h* f* is just for travelling faster and safer. In the corridor, there's a trick. I only know the trick for sorceress, unfortunately.
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