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Messages - OneDollar

#281
Completed Game Announcements / Re: Breakdown
Fri 23/10/2009 13:02:03
Thanks everyone, I'm glad people are still playing this.
#283
At my old school our science labs and computer rooms used to get locked before school and at break times, which meant if you were early to class (or more frequently if your teacher was late) you had to stand in the corridor waiting. Our form room was a lab and we often had to wait 15-20 minutes before we could go in for registration. I noticed that - presumably for fire safety reasons - if you pulled the handle of one of these locked doors from inside the lab the door would unlock. I also noted the half-centimetre gap between the door and door frame. At about this time we were doing a series of experiments in physics on the resistive properties of different lengths of wire...

I'd got my wire threaded through the gap and looped around the inner door handle when the lab technician walked past.
#284
Critics' Lounge / Re: How to stop 'marching'
Wed 30/09/2009 19:41:12
To me the main issue is that he only ever moves on side of his body. If you look at some of the other walkcycles posted here you'll see that both the arms and legs change position every frame, making for a much smoother animation and less of the 'left-foot, right-foot' marching you've got going on.
#286
Adventure Related Talk & Chat / Re: The THUMB
Thu 17/09/2009 12:30:54
Doesn't Ford drop it in the game? That means it has to be hand-held and not strapped to the wrist or anything.
#287
Critics' Lounge / Re: critic on webpage
Fri 11/09/2009 09:58:20
I agree with InCreator, your eye keeps getting drawn to the top banner. I don't think you should get rid of it though, photos of actual people make it much more personalised.

Perhaps you could do some colour balancing or desaturating or something to make the pictures stand out less? In my current signature I've got a 50% transparency white layer over the screenshots.

Edit: Has the third stock photo from the left got bullet holes in it?
#288
The Rumpus Room / Re: Happy Birthday Thread!
Thu 10/09/2009 13:36:50
Mr IndieBoy! Happy birthday!
#289
No, you'd have to create a generic GUI with all the lables, buttons etc. you might need, then customise/turn them on or off using script commands before displaying it.
#290
Spotted another tiny inconsistency, again with AGS 3.1.2 SP1 (I can't see any record of it in the change log for 3.2). The Speech style section of the Game Options manual entry references "QFG4-style speech", but this has been renamed to WholeScreen in the General Settings.

I'm sure you want to know :=.
#291
Quote from: Dave Gilbert on Sat 05/09/2009 20:55:54
Just sit down and start working on it.
Agreed. When I lose motivation for a game I usually find the hardest thing to do is to start working on it. Weeks go by, and you just can't face loading it up and doing some more. Then if I force myself to just 'do a little bit' I find myself putting in several hours.

I also think it's important to recognise what your project is from the start, and how people are going to react to it. If it's some hugely epic and impressive game full of loads of new ideas, then yes it's going to take time. If its another generic adventure game then there's nothing wrong with that, but you have to know that from the start otherwise you'll start seeing all the clichés and get demotivated.

Remember (or play, if you've made some of it) the best bit of the game and think how great it is and how it's going to blow every one away. Show demos to friends, or tell them your ideas. If you can get someone else excited about your game then it will help to get you excited as well. If you know you've got an audience, you've got people you're going to disappoint if you scrap the game. Draw up a roadmap of the project showing what you need to do to finish it, then check off all the things you've already done. If it looks big and scary, pick something small and quick and just do that.

Of course this all applies if you've already invested a large amount of time into the project and completed a significant amount. If you've lost the buzz after one room, then perhaps the idea isn't all that great...
#292
That's a *really* nice background there Pinback.
#293
The Rumpus Room / Re: Happy Birthday Thread!
Fri 04/09/2009 12:46:37
Have a good one Gilbet!
#294
The Rumpus Room / Re: Happy Birthday Thread!
Wed 02/09/2009 13:51:52
Writer of a million walkthroughs, happy birthday Leon!
#295
This is my first background blitz entry, I was looking for something to practice using my new graphics tablet with and thought I may as well enter. Spent far longer on the non autumnal parts of the background, but hopefully it's seasonal enough for you.



Size: 320x240 (resized to double for clarity)
Colours: A fair few (not 256!)
#296
Space Patrol looks familiar.

I may still have a couple lying around the house somewhere. My friend had a bunch of Sonic the Hedgehog ones where as well as choosing where to go you collected and had to keep a record of the number of rings you had. Then you'd be able to do different things if you had enough rings (or probably got killed if you didn't).

I also had one called "The Famous Five and You" which was exactly the same plot as the first Famous Five book, except in CYOA style. There were no deaths or dead ends, but if you made the wrong decision you collected red herrings (and the worse the decision the more red herrings it gave you). I think the first question was whether to go to cousin George's by train or car - and if you chose train they got out a train timetable and discovered there was nothing suitable. Plus one red herring, and you go by car anyway. At the end of the book it graded you on how many red herrings you'd picked up.

I wrote a very simple editor that made CYOA game files and a player to play them with over a week or two one summer. I've still got the files but unfortunately my knowledge of Delphi was so lacking that the file path of the editor was hard coded, and I can't remember what it was supposed to be, so it just gives me a friendly error message when I run it... It was quite fun to do though, so one day I might make one in AGS.
#297
General Discussion / Re: Post from your work
Thu 27/08/2009 15:10:15
Just finished lunch, back to work!
#298
The Rumpus Room / Re: Happy Birthday Thread!
Sat 22/08/2009 13:12:24
Thanks everyone!
#299
I've not tried the new beta yet, but I think I've got a bug with 3.1.2 and it seems rather small to make a new thread for.

If you try and assign too long a string to a button's text property AGS will crash with "SetButtonText: Text too long, button has 50 chars max" error. However it looks like the actual limit is 49 characters.

Example:
MoneyLbl.Text = "1234567890123456789012345678901234567890123456789";
works, but
MoneyLbl.Text = "12345678901234567890123456789012345678901234567890";
does not.
#300
The Rumpus Room / Re: The AGS Stickam Room
Wed 19/08/2009 17:58:34
We felt like a change of scenery...

http://www.tokbox.com/conf/l8ebppkw9gcmpsyo
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