Quote from: LimpingFish on Sat 11/08/2007 02:01:00I second that. Once the rating panel is done, randomly show any four- or five-star game from the database.
Better to rework the Pick of the Month feature into a "Random Game" type deal,
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Show posts MenuQuote from: LimpingFish on Sat 11/08/2007 02:01:00I second that. Once the rating panel is done, randomly show any four- or five-star game from the database.
Better to rework the Pick of the Month feature into a "Random Game" type deal,
Quote from: LimpingFish on Thu 09/08/2007 22:33:02You're just envious because we're jealous and you're not.
Well, yeah...so? I'm still not jealous.
Quote from: Pumaman on Wed 08/08/2007 19:37:46
Don't rename files manually, the new editor keeps a track of your rooms rather than just scanning the directory for all room files like the old editor used to do.
Quote from: AGA on Sat 04/08/2007 05:37:50But leave your apples at the desk.
Now get the fuck outta our country, PLEASE. Also, here's some money.
Quote from: Dave Gilbert on Thu 02/08/2007 19:01:43
I vote for "le mittens francais."
Quote from: The Ivy on Wed 01/08/2007 14:28:48
(Radiant, I'm looking in your direction).
Quote from: Grundislav on Wed 01/08/2007 11:45:08
This really goes both ways, as you're going to have people on either side who can't/won't come every time.
Quote from: m0ds on Tue 31/07/2007 14:41:05Yes. It isn't even all that hard, just create an array (pretend it has two dimensions, e.g. arr[xpos + 50 * ypos]) that holds the tile data, and use two nested while-loops to put them on-screen with RawDraw. Objects and characters conveniently go on top of that.
Say I wanted to make a game a bit like Transport Tycoon, construction etc. Is there a way to make a tile-based grid in AGS so that you can select say a hotel & place it on a particular "tile"?
QuoteThis is slightly trickier because you'd have to code it yourself. You can use MoveCharacterPath and such, but you'd have to calculate the distance and implement some pathfinding algorithm.
Also, what if I wanted to have cars moving about? Can AGS handle defined & random paths, and can it handle the strange angles too,
Quote from: Recluse on Tue 31/07/2007 21:10:46What I usually do is give them any kind of assignment that would be useful within the game, and see if they complete it in a timely fashion. For instance, a room or a character with 4-way walk cycles or a minute or two of music.
Is there any possible way to identify flake-outs before you sign them on to the project?
QuoteIf you want my advice, don't. Good playtesters are less common than you might think, and mediocre playtesters are pretty much worthless. A good playtester is analytical, will try to wreck your game, try a hundred things you hadn't thought of, and find a bucketful of bugs in the first room.
I've already had some people say "I wanna help, but I don't know what I could do." To which my reply is, "I'll put you on the list of play testers...
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