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Messages - Radiant

#2461
The standard ways of protecting files include hiding them and encryption. Of course, both of those would interfere with the function of the Hosts file.

You might be able to hide the file (write-protecting it won't help or matter either way) and disallowing said user access to the option to "show hidden files".

Other than that, without third-party software, you're out of luck.
#2462
Quote from: Klaus on Mon 01/12/2008 09:38:06
Events in the magical holiday world should fulfill his/her deepest wish many times over.  There should be an unbelievably happy ending.

Is it permissible to treat this clause as sarcastic?
#2463
Quote from: Mirek on Thu 27/11/2008 07:29:11
Yes, this will be great! Are there only dungeons or also cities and woods or plains like in TES 1: Arena?
There are both cities and outdoor areas in the works.
#2464
I've got nothing but plans. I didn't have time for a prototype, even. I'll file them under "future plans for 2016".
#2465
Quote from: Pumaman on Wed 19/11/2008 19:07:14
Ideally I agree, but since Open was Ctrl+L and View Script Header was Ctrl+H in 2.72, these have been retained for backwards compatibility.

I suppose that since ^O is still empty, both that and ^L could map to open :)
#2466
If a group of lines are selected - TAB to indent, Shift-TAB to dedent.

I think ctrl-O should be open, and ctrl-H should be replace, because that's pretty much the standard in other apps.
#2467
Quote from: Pumaman on Wed 05/11/2008 14:56:01
So far nobody using AGS 3.1 has been running Windows 98. That's to be expected really, but the real question is whether any potential game players might be using it.
That's possibly because the editor requires certain libraries that do not exist for Win98.

Pixel's statistics suggest that one in two hundred people uses Win98; that's actually more than I expected. Still, that is at least potentially some game players, which means the drawback exists. I suppose the real question then is, what the benefits are for getting the latest VC++ version instead of a slightly older one.
#2468
The easiest way to use "break" effects is putting the loop in a function and using "return".
#2469
General Discussion / Re: Quantum of Solace
Tue 18/11/2008 17:52:42
Quote from: Nacho on Tue 18/11/2008 17:17:26
I haven' t seen it, but ain't  Bond supposed to revenge the girl killed in Casino Royale? Shouldn' t that bring "a bit of comfort" to him?

Yes, except he purportedly hates her because she betrayed him. So
Spoiler

instead, he kills and/or maims numerous other people, several of whom are innocent, much to the aggravation of M; then in the end he does meet the guy who murdered Vesper, and doesn't kill him because James is a professional. Yep :)
[close]
#2470
General Discussion / Re: Quantum of Solace
Tue 18/11/2008 17:10:23
Quote from: ManicMatt on Mon 17/11/2008 22:48:10
And I STILL don't know what Quantum of Solace means...

It's a pun, of sorts. The Evil Organisation (tm) in the film is called Quantum, which I believe is mentioned exactly once on-screen. Quantum also means "a small bit of", where solace means "comfort", which refers to the final scene where James dumps his gf's necklace in the snow. I initially thought the girl in the movie would be called Solace, but that turned out not to be the case.
#2471
You forgot the shift operators :)

Anyway, I regularly type in *= in AGS because I'm used to C / C++, and then I remember that it doesn't work. But it's just a bit of shorthand, no big deal really.

What I'd actually find far more useful is a switch statement, if that would give better performance than a sequence of } else if (....) {

Also, there's no for, but I don't think anyone really misses that.
#2473
General Discussion / Re: Quantum of Solace
Mon 17/11/2008 01:01:41
I saw it earlier tonight, and found it disappointing. Not that it's a bad film or anything, it's just that not good either.

This is primarily because it lacks the things that distinguish it from Yet Another Action Film. You could essentially use the same characters and plot for a Die Hard movie (which isn't bad, it just doesn't feel Ian Fleming).

Second, I actually disagree that 007 is showing emotion and character depth; in fact, compared to his earlier charm he falls remarkably flat in this film. The prime rule of acting is "show, don't tell". However, e.g. James's seduction of agent Strawberry Fields isn't shown but told, in that in one scene they're standing in the hotel room and in the next they're in bed naked. That lacks, well, acting.

And third, the plot was too sketchy. I agree with OneDollar in that they are referencing a story rather than telling it. It's sometimes hard to tell why characters act the way they do.

I'd give it a 6.5 or 7 out of ten, and it would seem that RottenTomatoes has a similar opinion.
#2474
Frankly I haven't played any of those yet. I suppose I'll play whichever one becomes POTM first :)
#2475
*bump*

We've got an update to fix the few bug reports that came in. Also, high scores have been reported that are over 7000; try topping that :)
#2476
Quote from: Trent R on Wed 12/11/2008 04:23:12
Something like this I'd prefer to be more like SQIV and the unstable (clue enough?) ordnance.
Ah, but that's not actually a dead end, because if you've saved after picking it up, you can still put it down again (and you get points for doing so!)

Quote from: OneDollar on Tue 11/11/2008 12:29:18
I think it could work but only in very specific situations, e.g. a shortish game that is specifically geared towards re-playability. Look at something like Laura Bow
I strongly disagree that the dead ends in laura bow somehow "work". Heck, I know people who've played that game to the bad ending and didn't realize it was the bad ending.


Anyway, multiple endings are fine, and if done well can be one of the few things that add true replay value to an adventure game. Dead ends are not fine (except that the text adventure crowd seems to have decidedly less problems with them) but can be avoided simply by designing your game so that all areas remain accessible at all times.
#2477
Quote
There are class and hero selection or only default, like Lands of lore?
There will probably be about a dozen classes in the game. Food and disease are both a factor in gameplay. There's also a fair bit of exploration going on; most of my games tend towards non-linearity anyway. That obviously implies sidequests.

I'm not sure what you mean by dead ends, but if you mean "situations from where you can no longer finish the game" then the answer is no, there aren't intended to be any of those. If you mean "mazes with deathtraps", then yes, we will be having that. It wouldn't be much of an RPG otherwise, no? :)
#2478
Quote from: Neutron on Fri 26/09/2008 05:23:42
Hey, let me know if you need some 3D objects, I am fairly skilled with blender. 
Thank you for the offer, I've dropped you a PM.

Quote from: beomoud on Fri 17/10/2008 12:50:24
I just wanted to ask you... how many people are you working on this, how far you have gotten, in what time and are these models yours or have you used models from elsewhere...
The core team is four people. We've got all of the music, about half of the graphics, 90% of the coding, and 20% of the level data. Does that help? :)
#2479
Quote from: Trent R on Sat 25/10/2008 15:45:12
Heroine's Quest by Corby (although he announced at AGDI that he's starting to work on it again!)
He has? Oh, that's awesome. I can has link please?

Quote
Project Katrina (though I always thought it was a poorly managed project)
As I recall, it had ten writers and one artist :) Not so great a combo.
#2480
Quote from: Grundislav on Mon 03/11/2008 11:08:41
I'm planning on having it be the standard Mittens length, one week, most likely from Wednesday to Wednesday.  This means July 22-29, 2009.  Are these dates good for those interested in attending?

Well, yes, but I'm wondering why it's not simply a weekend-to-weekend affair? Take five days off from work, get a nine-day holiday :)
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