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Messages - Nine Toes

#701
I think what DG means when he brings up the Janet Jackson incident is how Americans get their panties all in a bunch because of a little nudity.  I'm not going to get into this any farther, but there's nothing wrong with a little nudity, in my humble opinion.

I don't really think getting rid of avatars or sigs is the answer (it might actually piss a few people off...).  Sigs and avatars are what everyone uses to create their personality on here.  Now, I understand, signatures in a sense, can be considered spam, like my signature for instance, I use it to promote my site with the banner I created, but it just looks so much better than this:
South Of Heaven

I mean, we want people to take an interest in what we have to offer, and you need to be able to catch people's eyes in some way.

As for Chicken's sig... I don't see the point behind it, but nonetheless, I don't see why it's really such a big deal.  If it ultimately is decided that Chicken has to remove it, it's not going to be the end of the world, but as long as it stays, I don't have a problem with it personally.
#702
Adventure Related Talk & Chat / Re:Bluecup
Wed 25/02/2004 20:57:08
I suppose I could take a crack at doing some art for you, Ultimo... although, I'm not sure it's going to turn out the greatest.

I'm having a little trouble downloading the script...  I get an error message.
#703
Critics' Lounge / Re:drawing did in ms paint
Wed 25/02/2004 07:04:51
Yeah, the floor is out of perspective.

1.  Try and keep all the tiles the same width, just make them shorter (distance-wise) as the go back farter.

2.  The upside-down "V" tiles have got to go.  They look funny.  All tiles should be rhombus or trapezoid shaped (no, they should be the quadrilateral, not DJ Qualls shaped... wokka wokka...)

I guess, set a vanishing point at the top of the screen right in the center.  The draw one line dividing the screen.  Then, about 10-20 pixels away from that line, draw another line from top to bottom connecting with the vanishing point.

If you have any questions, PM me... I have a few examples I could show you.

~Sully
#704
Critics' Lounge / Re:A sprite of the bad guy!
Wed 25/02/2004 06:56:06
I like the first one... he looks more menacing of the two... the second one looks like a guido in a nazi costume.
#705
I don't know... I personally don't have a problem with it...

Although, I'm a guy... and, yes, by nature, men are pigs so...

OINK!

Edit:  It could be worse, Melly... it could be an animation of REAL breasts floppin up and down... and it's not like they're not covered.

I guess if you had a little smokey floppin up and down in your sig, I would say to myself, "I'm glad I'm not that poor sap!"
#706
Hey, it worked.  Thanks for saving me all of that work! ;)
#707
Hey.

I'm having some problems with any interaction that includes the DisplaySpeech command.

I have several different views for my main character, as in the game, you can equip different weapons to the main character, so one view is the character with a pistol, one view is the character with a bat, etc.

If I have any of these veiws set as the current view, and I interact with something, say the character has a pistol in his hand, and I look at something, the character will speak about what it's looking at.  But when it's done speaking, the character's view will switch back to the default that I have defined in the character editor (where the character is holding nothing at all).

Now, I have found a way to fix this, a way that I have tested and know works... I can have the game check the variable that tells the game which view should be used for that character, and I place that script after every DisplaySpeech command... and I mean EVERY one.

But I want to know, is there an easier way around this?  So that I don't have to put this script after every DisplaySpeech command?

If needed, I can show you the script.

Thanks in advance,
~Sully
#708
General Discussion / Bam! I got the job!
Tue 24/02/2004 06:38:42
Bartender!  A round of beers for me and every one else in here!

The second interview went well (I actually spoke!).  He asked me if I could start tomorrow, so tomorrow at 7 pm, I have to report back there.

Now, all I'm afraid of is not getting along with the rest of the staff (the people I don't really talk to).

Ultimo:  Yeah, it really was for a job, not a "job".  Heh heh.  So, like I told you on IRC, his teeth ain't swimming in his stomach.
#709
Critics' Lounge / Re:Sprites and more
Mon 23/02/2004 09:02:49
This is really excellent stuff.  I've been watching your posts for some time, I'm really looking forward to see the game that these sprites will go into...
#710
Hey.

I'm sorry... I forgot to re-post and tell you all how the interview went...

It went pretty similar to the other interview I had there.  He showed me around, explained the rules and expectations, etc.  He told me at the end of the interview that he would either give me a call in a week, or send me a letter (a phone call meaning I got the job, and a letter meaning that I didn't).

I was really nervous.  The whole way there in the car, I was talking to myself, trying to think up good questions to ask to show that I'm interested in the job. But when I got there, I froze up.  I barely spoke a word (happens every time).  Besides, he did most of the talking anyway.

After the interview, I was kicking myself in the butt for not talking much... so I tried to rebound by sending a letter to him, thanking him for interviewing me.

Anyway, that was all about a week ago.  I got a call last night from the manager, and he asked me to come in for another interview. (he had said that I was among 6 people applying for the job, and if he was having a tough time deciding, he may call me in for another interview)

So, later on today at 6:30 pm, I have another interview... I'm really feeling pressured now because I know that there's some competition...

I guess I'll repost and let you know if I get the job or not.  Break a leg...

Shbaz:  I was a telemarketer once... it wasn't the greatest job (if you get the job, prepare to be sworn at and insulted... A LOT...)  But for some odd reason, I was really good at it, and I actually liked the job... (which is confusing... got yelled at less in boot camp, and I hated boot camp)  If you've ever sworn at a telemarketer before... you'll realize just how stupid you sounded when you hear it from the other end of the phone.  Anyway, I wish ya luck... and remember, "sticks and stones..." ;)
#712
Happy Berfday!
#713
I am truly sorry... I feel really dumb for not thinking of that sooner... I always overlook the minor details like that.

I went in and modified the script in question, changing all "SetMouseCursor" commands to "SetCursorMode".  And I took the script in AnyClick and moved it to Mode 8 for the character in question.  Everything is in working order, now.

Thank you.
#714
AGS Games in Production / Re:The Dead Walk!
Fri 20/02/2004 19:42:17
Olleh!

It's been a while.  I don't really have anything new to report... I've been tinkering with the scripting a lot lately.  I've just been trying to get the game mechanics working... I've done a little bit of artwork too, mostly ways that you can kill zombies...  

I've finally got the title screen put together.  This isn't the final draft of it, but this is generally what it should look like:


I'm looking for a few voice actors, as it were... I would like a couple of people to just record some random grunts, groans, moan, screams (zombie noises basically, male and female).  You don't need to apply or anything, just record a few noises and send them to me; if I like them, I'll use them in the game.  I might also want one man and one woman to record a few sounds for the two main characters (but I'll repost with details when I finally decide to do this).

Other than that, nothing new to report...

Thank you all for your support, I really appreciate it.

Tarantula:  Hell yeah, I'd love to do something like that!  (later on, of course... I'm busy with school, and finding a new job and everything right now)  Yeah, I remember the one pic you posted a while back... I was kinda wondering what it was for ;) ...  Your artwork is really amazing, I love it.  So, yeah, I'll help you.  Gimme a hollar when you want to talk about it/start working on it.

Fizz: Of course I'll let you know when it's finished, bud!   ;)
#715
I love Femme because she's got a good sense of humor, and because she's got teh smarts.  Not to mention, I enjoy her artwork.
#716
I'll give you my support on this one, Vel.  Good Luck.
#717
I'm really looking forward to this one, Darth.  Hurry it up!... those eyecandy screenshots are so sweet it's giving me a cavity on my retina! ;)
#718
Well... at least I know I'm not alone on the whole "receeding hair line" thing...  I thought it was just something wrong with me because I started losing my hair at age 20.

Happy Berfday, bro.  Have one on me.
#719
I think I might have found a bug...

Now, when you use SetMouseCursor() to set the mouse cursor mode 8 or 9, you will only get an interaction if you place the script for the interaction under AnyClick in the interaction editor, correct?

I have a feature in my project, when the mouse cursor moves over a certain character, it switches to mode 8, so that you can only use that interaction on that character alone.

When you start the game, the mouse cursor is always Walk by default, right?  Here my problem:  if the mouse cursor is at walk, and I move the mouse cursor over the character, it will switch to cursor mode 8, like it's supposed to.  BUT, if I then click on the character, the game responds as if the mouse cursor is still at Walk (I click on the character and my character walks to those coordinates).  If the previous mouse cursor was Talk, Ineract, or Look, the script for AnyClick will run just fine.

Any thoughts?
#720
I can't even remember the last time I looked at the AGS Dictionary...

The only things I can remember from it are:
1. Andy Penis
2. Yahtzee
3. 1337 5p34k

:P
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