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Messages - Necro

#81
Oh the irony!

Just as Background Blitz was about to finish it becomes a draw...

Witchsmeller = 3 votes
Wanderlady =3 votes
Rincewinds = 1 vote

So the once again BBlitz is extended a couple of days for anyone else who wishes to vote.
#82
I'd say the only thing that looks dodgy is the foot she turns around on , but its only noticable watching the looped anim i think.

Do tell how you made it as fluid as you did, is it a simply frame by frame alteration in PS or something?
#83
If I were to do a commercial game, and like m0ds I think I would love to be a part of the process, it does depend on the team though.

As for adventure games publishing n sales , If a games good its good. I know some people who simply do not like adventure games, but then they are the people that never liked em from the start anyway (must be some kind of birth defect). With the correct marketing a commercial AGS game could easily take off.

i think this quote is appropriate.. "It's a long shot, but it might just do it."
#84
My Vote goes to witchsmeller, its simply awesome what can I say.


Shortly followed by rincewind , but hey ya can't vote twice...sorry dude, but I did like yours up until witchsmeller arrived and posted that bueaty!
#85
Critics' Lounge / Re:Cartoon style test.
Fri 15/08/2003 10:06:37
My game isnt all in flash cartoony style even though it is cartoony, but I have used this approach for the intro and fullscreen charcters..





normal screenie in game...



I recently discovered how cool flash could make things look, and for full screen character views it is simply perfect!
#86
GRaagh , thanks , sometimes it just needs another pair of eyes to point out the obvious. I honestly thought I was going loopy.

As for the object I think so , lemmie check walkable areas... i wouldnt be surprised if there in lies the answer with my luck recently...

As for real life things? I just noticed that it exists , so I am now leaving for the pub.

laterz
#87
OK no-one has replied to my last bug will they reply to this one?? who knows..

it now seems MoveObject isnt working either...

Quote
MoveObject(0,10,10,2);
while (IsObjectMoving(0)==1) Wait(1);

I made a new game and tried to move the blue cup from one side of the room to the other and its having none of it..

DGMacphee tested it also , didnt work for him either.
#88
Critics' Lounge / C&C cartoon smoke
Wed 13/08/2003 14:42:25
Realistic cartoony smoke?? maybe i need to watch more roadrunner.

#89
Great Hobbes!!

Best mags game I've played in a long time , i think youve got the competition beat!
#90
[update]

New forums and screenies

http://www.amazing-ebooks.co.uk/forum/index.php?board=1;action=display;threadid=6

Apparently VeryWeirdGuy has told me I spelt Weird wrong, so no comments on that :(
Maybe I should have him beta test for me
#91
sok SSH, yeah tried that ssh , well I set a globalint in both sides of the if statment (0 in 1 side and 1 in the other) and display debug info in a status line and it changes like it supposed to so it IS executing the if statment ok , just not the SetGameOption command as above... I have PM'd chris with my source hope something can be found out... its dead wierd.
#92
Quote from: Necro on Mon 11/08/2003 13:35:32
eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

if ((IsObjectOn(1) && (mouse.x >=180)) {
SetGameOption(OPT_WALKONLOOK,0);
} else {
SetGameOption(OPT_WALKONLOOK,1);
}

An object would be turned on and if that was the case he wouldn't walk to hotspots through the object , he would stay where he was and describe them.

Yes I have said which option I wanted to turn on/off, As you can see from the code I supplied just a few posts up!! I have Walk to hotspots enabled, and I have the piece of script above to make it so I dont walk to hotspot to the right of an object if it is switched on. Do I really need to say these things so many times?

As for clarifying , when I say it doesnt work I mean it no longer changes the game option , it no longer switched walk to hotspots off or turn it back on, hence it doesnt work!
#93
Quote
Can you clarify what exactly doesn't work? The SetGameOption function hasn't changed in 2.56, what's the problem?


Ok, but I havent changed my code and the SetGame Option no longer functions.
I am as puzled as you are. All I am doing is changing a game option and the 2 if statments are definatly true because I tested them with debug info on screen.

I have triple checked it, I wouldn't of posted here otherwise...

Sorry chris  :'(
#94
eek a possible bug... I can no longer control some game options in my game, the 2.55 compiled version of this still works....

if ((IsObjectOn(1) && (mouse.x >=180)) {
SetGameOption(OPT_WALKONLOOK,0);
} else {
SetGameOption(OPT_WALKONLOOK,1);
}

An object would be turned on and if that was the case he wouldn't walk to hotspots through the object , he would stay where he was and describe them.
#95
Beginners' Technical Questions / Re:GUI order
Sun 10/08/2003 22:56:47
Yes its on "THE LIST" apparently, a lot of people have noticed this, the only way round at the moment is to import/export GUI's until they are in the right order.
#96
Critics' Lounge / Re:An eye
Sun 10/08/2003 12:24:02
Damn Pessi, Do you even try when you draw? I bet you knocked that up in 2 seconds!
#97
QuoteThis has already been reported and I appreciate it's rather annoying, so for the next version I'll disable turning in FAceLocation if it's used from within Player Enters Screen.

Damn, that IS rather annoying so Until the next version I'll disable "Characters turn to face direction". What doesnt kill the game makes it stronger...
#98
Also minor bug here...

After selecting the funky new crossfade, i tested my game and in the first room the crossfade didnt work correctly, back in the editor some warnings were generated.

Warning Wait() was used in player enters screen - use after fade in.

Well thats all fine and dandy , but there are no Wait commands in there at all, the thing that is making this error is a call to a global function...
FaceRight(CharacterID) <- - And that simply hosts a facelocation command, no wait() commands anywhere.

---

function room_e() {
 // script for room: Player enters screen (before fadein)

// Set initial position of PC
character[BOB].x=0;
character[BOB].y=150;
// Set other characters facing directions
FaceRight(FB);
}

---
#99
What about that kick the wall in the right spot at the right time puzzle in full throttle, relly pissed me off !!
#100
Babloyi Babloyi Babloyi ,

Head on over to the critics lounge section of the AGS forum , there you will find a sticky thread 3 pages long brim filled with links to tutorials for backgrounds, sprites, coding, everything!

by the way its called "tutorials" incase you were wondering.

* Necro giggles

Hope this helps...
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