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Topics - Paper Carnival

#21
I've been writing this song for a few days and it's my first completely serious attempt at writing a full length song. I have only written the music so far and I think I'm satisfied with it.

However, I can't sing. I can mess with my voice, almost completely remove background noise generated thanks to my crappy microphone and soundcard, but I just don't sound right. So the absent of vocals will explain the repetitititititititiveness sometimes. And I also noticed that it's "buzzing" a lot when I don't listen to it with headphones, so I hope it's just my crappy motherboard soundcard/ cheap speakers

Oh right, the link: http://www.purevolume.com/theodoxy

So what do you think? Any suggestions?
#22
Critics' Lounge / Some music (mp3)
Wed 04/05/2005 17:00:16
I've always liked making up nice short tunes on the guitar, but I've always had the same problem: A short tune is not a song! No matter how much stuff I add to that small tune, the result is always repetitive, boring and short. At least it's loopable :P

So the following is my latest work. It was all recorded directly from my guitar amplifier, except the bass and drums

http://www.geocities.com/whisperfox2000/Dwebtor.mp3
Or, if you happen to hate Geocities and their low bandwidth whining, go to:
http://www.deviantart.com/deviation/17948847/

Any suggestions of what I can do to add more to it instead of having the same thing building it up?
#23
Nope it's not what you think... I'm sure about my orientation but this site says otherwise: http://www.blogthings.com/genderbrainquiz/

According to that, my brain is 60% female and 40% male... And my girlfriend is 33.33% female and 66.67% male :o

So, after those two threads, I thought that it would be fun if AGSers took the quiz and posted the score. What gender is your brain?
#24
General Discussion / Microsoft sucks
Sat 09/04/2005 18:22:11
So... I downloaded the new MSN. It's cool, my buddies were saying, it has new winks and new features and everyhing. Download it now. And so I did. Now it just won't run. I get two seconds to enjoy the new features, whatever they are, and it freezes. And now, my computer is twice as slow. I found no link of the old MSN on the site, it just has one that says "Get the new MSN now!"

Any ideas of what could be the reason (other than the fact Microsoft sucks)? I guess it's a conflict, but I'm not willing to turn off my anti-virus or whatever could be the conflict, because of this crap.

I forgot to mention that everything just stopped running properly...

Edit: After doing a system restore, all the problems appear to be solved. I rushed to make a new topic though before I tried that (I had already tried everything else). But, Microsoft still sucks.

Microsoft gets worse and worse. I'm scared to even imagine what the future will be like
#25
w00t I won! Sorry for the delay, I didn't notice :-[

Okie here is the next one:



You have to make a fun story (it doesn't have to be funny as long as it makes sense and it's interesting) by adding caption to it.

Have fun!
#26
ok, since InCreator took too long and Frisby asked for it I host the next sprite jam. My birthday is on the 10th, so this week's topic is:

Teh Perfect Bday prezzent 4 me!!!!11!1

Size: 150x150
Colour Limits: 22500 :P

I want you to try kill me and humiliate me (though not necessary). Use your imagination!
#27
Dunno if this has been brought up before, but don't kill me if it has. I saw this on a different forum a loooooong time ago and now all of a sudden I remembered it and got the desire to post it.

Anyway... While watching a dvd movie (I tried with PowerDVD, maybe other software will also work) hit the "Print Scrn" button on your keyboard. Then, without pausing or stopping the movie paste it in MSPaint. You'll now be watching the movie with MSPaint!
#28
Hi,

I'm not sure if this is the correct place to post, as this game (found with the names "Ve Stinu Havrana", "In the Raven Shadow" or "In the Shadow of the Raven") is not an AGS game. If this is the wrong place to post, please somebody moves it where it should.

Well, anyway, I'm in the cannibal village and I have to do that trial. No matter what I do, no matter what I do, I always end up in the cannibals' soup! Eeek! Well, whether I pass the trial or not the cannibals are after me and I must shoot them down (or shoot something else, but I have already tried everything). I can't shoot faster at all and Severin takes a lot of time to load another arrow to his bow (which is why I end up as a dessert  :-X).

I have tried to find a tutorial, but the only one I have got so far doesn't know what the solution is either. It just ends there, but we do know that the game doesn't end there. Oh well, I leave this up to you in case you have played and finished the game. If you haven't, it's a nice game but not a must-have because it has some flaws which reduce its beauty (like this arcade trial I'm stuck for example)
#29
The last time I've tried to do a walking animation I had to stop while in progress, because it sucked. Well, I decided to give it a shot again... Here is what I came up with:



He looks better when walking across the screen

I need C&C mostly about the animation, but not for shading/colours/the face etc (but C&C for that is still welcome). You see, this is bone animation and the body is only for testing. If I want to have a different character I can just redraw the whole body and assign the points to the bones. And yes, I know his face isn't good. I'll improve it later.

EDIT: Why doesn't he animate? Am I doing something wrong?
#30
It's something I wanted to post with my older suggestions, but I forgot. Anyway, here is a low-priority suggestion: Object Collision Mask.

Haven't you ever had objects with a small sprite but wanted the collision detection to be larger? Or haven't you ever had objects you don't want to have precise collision checking while the rest of the game has? This could be fixed with an object collision mask, where you draw the collision area the same way you draw hotspots, only you would do it in the object editor instead. Maybe a "object uses collision mask" option for each object would be also good.

This can be already done by playing a little, but this feature would be a faster and cleaner way,
#31
Critics' Lounge / OOT: Da source
Sat 13/12/2003 14:44:58
Hey guys,

This is the base of my future game, Orbs of Time. It's the source code and it is *NOT* a game, nor it will ever take part in mine. It's just a test room and anything in there (including the gfx style) is only for test purposes. Even te gui gfx will change later (no way I'd stay with that crap)

That's why I posted here, because I don't consider it as a started game. It's a demo demonstrating the interface (which is a slightly modified version of MI3). It works just great and there are even default actions (though I haven't tested unhandled events for characters yet) for everything and can be easily customised using properties (the "Character is a male" property doesn't do anything yet).

The problem is that it is all messed up. Many variables are declared for nothing (because I removed their use later), sometimes used for nothing, while some other times I use more variables where I could just use 1. There are even unnecessary functions (some used for fun). The main reason for this untidytness is that this game has been my test area since I started using AGS.

Anyway, do u like the interface? Any suggestions/bug reports? Oh and before I forget:

LMB: Walk to/use inventory
RMB: Bring up verb coin or release item
MMB or  LMB+RMB or Enter or Space or Tab: Bring up inventory
Esc or F5: Save/load dialogue.
MouseWheel up/down: quick enable item mode or select previous/next item when not in inventory window
Enter: quick positive answer to gui questions
Esc: quick negative answer to gui questions

If anybody wants to use this then go ahead. Just mention me somewhere in your credits or something like that. It requires a lot of clean up, even though the output looks clean and does exactly what it should.

I feel like I have forgotten something again... Oh yeah:
http://www.2dadventure.com/ags/oot.zip
Size is 217 KB
#32
Hey guys,

The past few weeks I've been really busy with school, but that didn't stop me from expirementing a little... I followed this tutorial http://www.sylpher.com/kafka/tutorials/hirestut.htm and I was supposed to come up with this:



but I combined my existing skills with the style. I used the method it describes, some of my art (like the sky) and some pixelation art and I came up with this:



Which one is the best? Why? Any suggestions? I feel the original has *something* mine doesn't have. The same applies to mine.

Thank you :)

EDIT: I forgot to mention the program I used. I used Pixia

This is the revised one. I changed the sky and added mountains. I don't like the new sky, but it looked worse with both the mountains and the old sky. Anyway, here it is:



Luckily, it turned out I had saved the sky before I put it into the project (the new sky was made in CorelPhoto Paint). I just replaced the old sky with the new one and then redrawn the mountains. Now the difference between the two styles is even more obvious :S
EDIT: NO! Notice that grey thing? I accidently put it there, before I saved as a png! I saved it again, but now it is uploaded and I cannot replace it... Just imagine that grey thing does not exist :P



I decided that I should make the foreground match the background. So, I revised it again and blurred it a bit. Then I did some more changes to it and fixed some stuff. This is the final version and I'll probably not revise it again, unless I have some critisism which requires me to.

#33
I found this bug a while ago with beta 2 (I don't know if it's also in the non-beta version), but I have forgotten to say it before.

When a GUI appears, it does not detect a mouse click until the mouse starts moving. Not a serious bug at all, but it's a bit annoying some times.
#34
Hey guys, it's been a while I last posted here, but that's because I've been busy with school. Here are all the suggestions I can think of right now:

a) "Absolute" GUI visibility; Kinda like Popup Modal, only now clicks on other GUIs will not be detected if an absolute gui is on

b) More gui properties, like x and y for everything, center alignment for textboxes etc

c) GetLocationProperty(int x, int y): Kinda like GetCharacter/Item/Hotspot/ObjectProperty, only it gets the property of the location. I can go around it, but it will certainly reduce the code by 50 lines of code the minimum

d) Different properties for characters/objects/items/rooms/hotspots. There should be a global properties editor (for properties working for everything) but also a specific type's property editor. For example, I want the property "male" to be in characters only, or I want to have different default properties for characters.

e)Function GetMouseCursor()

f)Function SetGUIClickable(int GUI, int clickable);

g)Function SetFontSize(int font, int size);

[EDIT:]
Here are more suggestions I wanted to post yesterday but I couldn't afford the time:

h)Function StrDelCharAt(string, int position);

i)Function StrPixLen(int font, string); Kinda like StrLen but returns the width in pixels

j)Function IsSpriteLoaded(int spriteslot);

k)3d support.......(just kidding ;))

l)maybe more but I've forgotten them now. I'll post them as soon as I remember them.
#35
If I choose a font to be automatically outlined and I check the option "Don't scale up fonts at 640x400 resolution" the outline appears messed up... It might not be AGS though and be something related to my pc or something
#36
I noticed something that has been bugging me for a long time. It's nothing serious or anything I can't go around, but it is still a bit strange.

You see, there is only *one* thing left for my whole GUI thingababom to finish and it's this one. RunInventoryInteraction() seems to work fine, but does it?

This is the code for the inventory verb coin (in the on_interface_click event):
Quoteif (interface == INVCOIN) {

GUIOff(INVCOIN);
GUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, button + 1);
GUIOn(INVENTORY);

}

The above is quite self explanatory; It hides the inventory verb coin GUI (INVCOIN), the inventory GUI, it runs the inventory interaction and then it brings up the inventory again. You see, I want to simulate the same thing that happens with the default inventory. So, what's the problem? Well, It *doesn't* work! Every block action I try to make (like display speech) works except if it is in the interaction of the item! Putting
QuoteGUIOff(INVENTORY);
DisplaySpeech(EGO, "What a lovely item");
GUIOn(INVENTORY);
in the interaction seems to solve the problem, but it waistes time. Also, I am planning to release the template and I don't want the user having to put GUIOn(INVENTORY); and GUIOff(INVENTORY); in the beginning and end of the interaction script.

All in one, is it possible to make the RunInventoryInteraction blocking the game or something?

I have a feeling I've just asked a stupid question

This thingy also appears in a similar script. Check this out (it's in on_mouse_click() function):
Quoteif (button == LEFTINV) {

if (GetCursorMode() != 4){
lastitem = game.inv_activated;
SetActiveInventory(game.inv_activated );}

else if (game.inv_activated != lastitem)
{

InterfaceOff(INVENTORY);
if (IsInventoryInteractionAvailable(game.inv_activated, 4) == 0)
DisplaySpeech(EGO, "I can't use these things together");
else
RunInventoryInteraction(game.inv_activated, 4);
InterfaceOn(INVENTORY);

}
}
The above script picks up an item if there is not an active one and uses the items together if there is. Again, the same thing with RunInventoryInteraction happens, even though DisplaySpeech(EGO, "I can't use these things together") works just fine
#37
Hey all, I wonder if you could help me with this. I have trouble with properties. I think I understand the way they work and I can't find a mistake with the following code:

Quoteif (IsGUIOn(COIN)||IsGUIOn(INVCOIN))
{
   
if (GetGUIObjectAt(mouse.x, mouse.y)==0)
{
         if (GetLocationType(xspot, yspot)==0)
   GetInvPropertyText(GetInvAt(xspot, yspot), "look", ActiveA);
   if (GetLocationType(xspot, yspot)==1)
   GetHotspotPropertyText(GetHotspotAt(xspot,yspot), "look", ActiveA);
   if (GetLocationType(xspot, yspot)==2)
   GetCharacterPropertyText(GetCharacterAt(xspot,yspot), "look", ActiveA);
   if (GetLocationType(xspot, yspot)==3)
   GetObjectPropertyText(GetObjectAt(xspot,yspot), "look", ActiveA);
}

   else if (GetGUIObjectAt(mouse.x, mouse.y)==1)
{
   if (GetLocationType(xspot, yspot)==0)
   GetInvPropertyText(GetInvAt(xspot, yspot), "action", ActiveA);
   if (GetLocationType(xspot, yspot)==1)
   GetHotspotPropertyText(GetHotspotAt(xspot,yspot), "action", ActiveA);
   if (GetLocationType(xspot, yspot)==2)
   GetCharacterPropertyText(GetCharacterAt(xspot,yspot), "action", ActiveA);
   if (GetLocationType(xspot, yspot)==3)
   GetObjectPropertyText(GetObjectAt(xspot,yspot), "action", ActiveA);
}

   else if (GetGUIObjectAt(mouse.x, mouse.y)==2)
{
         if (GetLocationType(xspot, yspot)==0)
   GetInvPropertyText(GetInvAt(xspot, yspot), "talk", ActiveA);
   if (GetLocationType(xspot, yspot)==1)
   GetHotspotPropertyText(GetHotspotAt(xspot,yspot), "talk", ActiveA);
   if (GetLocationType(xspot, yspot)==2)
   GetCharacterPropertyText(GetCharacterAt(xspot,yspot), "talk", ActiveA);
   if (GetLocationType(xspot, yspot)==3)
   GetObjectPropertyText(GetObjectAt(xspot,yspot), "talk", ActiveA);
}
   else StrCopy(ActiveA, "");
   
if (StrLen(ActiveA) > 0) StrCopy(ActiveS, " ");
   else StrCopy(ActiveS, "");
   
StrCat(ActiveA, ActiveS);
   StrCat(ActiveA, ActiveH2);
   SetLabelText(STATUS, 0, ActiveA);
   
 }   else   {

GetLocationName(mouse.x, mouse.y, ActiveH2);
SetLabelText(STATUS, 0, ActiveH2);

}

You see, I have a GUI which is non-clickable, called STATUS and has only a label on it. That label is supposed to show the correct action of an area, using the verb coin. For example, if the mouse is over the "look" icon of the coin, STATUS shows "Look at <name>". My problem is that it only shows the default properties of that area. Like, I have an object named "key" in the room and its "action" property is set to "Pick up". STATUS doesn't show "Pick up key" but it shows "Use key" instead ("Use" is the default propery for "action").

I hope you understand what I want to say. I'm sure it is my fault and maybe you can find it for me. Even though debugging is my love, this code looks like Greek to me; which means I completely understand it because Greek is my main language ;D. But still, I can't find what's wrong with it :(.

All variables you can see (xspot, yspot, ActiveH, ActiveH2, ActiveA etc) are already inited. COIN and INVCOIN are two almost identical GUIs, they just behave a bit different. COIN is for objects/hotspots/characters and INVCOIN is for nventory item. The only problem is that Get<type>PropertyText doesn't seem to find its custom property.

I hope I didn't put anything stupid in my code (most bugs I make are like using && instead of || etc). Any help is appreciated and if needed I could upload the game somewhere tomorrow. Note that it will be messed up because it's my AGS testing area. The game and template I'll finally make will be cleaner. I hope the above code is not too confusing
#38
Hi again, I've traced my 3rd bug in AGS! 8)

This is one of the first I've found, but I didn't think it was a bug at first, I thought it was somehow my fault. It has to do with @overhotspot@ thingy.

Ya c, if you put in the text of a label @overhotspot@, it shows the name of the character/hotspot/object/inv item. It works good, except for inv items. It does show the name of the item, but the name doesn't go away until you either leave the inventory area (not the GUI) or click anywhere (except on an item). In case the cursor left the inventory area but not the gui and you then hover the mouse above an item, its name does not appear until you leave the GUI completely

The above happens in custom GUIs (the default GUI doesn't show the name at all). To get around it I had to use the GetLocationName() function and change the text of the label on every step (using the repeatedly_execute() function), but it was a real trouble when I just started using AGS.

I hope I didn't say a common issue again (I did use the search feature but I didn't find anything...)
#39
Critics' Lounge / My first drawing!
Sat 25/10/2003 08:05:18
This is the first time I post in Critics Lounge. The reason I do that is that I have a drawing I wanna show:



Yeah, yeah I know. It sucks, the lighting and shading is completely incorrect and it doesn't look very cartoony. I am sure if I drew that again I'd do that better. Well, I think it does have some good stuff in it but I need some constructive critisism...

I learnt some new tricks by expirementing a little and by reading some background tutorials but I didn't apply them to a full image. Maybe I'll try and redraw the above picture again and post it later...

Anyway, I used a combination of MSPaint, Pixia and Flash. I drew the basic outline with paint, then I put it in Pixa (which has layer support) and started the colouring. After that, I made the outline layer semi-transparent and imported it in Flash as one bitmap, where I drew the lines again (that's why they are so smooth.. was that a good idea?)
#40
I'm sorry to say that, but the way GUIs works just sucks

I mean, You can easily create option forms and stuff like that... But it's all too limited and works stupid if you ask me, especially for inventory GUIs. Ok, maybe there *is* a way to do what I want after all, but I still can't find that and it should be a lot easier to do what I want.

I mean, why doesn't the GUI detect the mouse clicks if the mouse is over the form? Or why do GUIs with Mouse YPos visibility go away when I click a button (even if I don't want them to)? Should I mention the fact that Popup Modal GUIs are always behind GUIS with Normal or Persistent visibility?

Come on, it can certainly be better than that. I believe one of the most importand things AGS needs is GUI flexibility. This thread might look like a complaint and probably this is said before (I used the search feature but I couldn't find anything like that), but why is the GUI mechanism so close-minded? Well, here is a list with suggestions in case you got lost:
a) Detect mouse clicks when clicking on a GUI
b) Order of GUI appearence?
c) Don't turn off a Mouse YPos GUI when a mouse key is pressed, but give the choice to the user
d) "Reverse" Mouse YPos visibility, so you can have a GUI coming from below (try the current one and you'll see what I mean)
e) many, many more I can't remember right now (maybe I'll post them later)

I really need to have some more control over the GUIs , or else I'll have to use the default inventory  :-X, something I really don't like. Thanks for reading this  anyway ;D
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