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Messages - Radiant

#441
Site & Forum Reports / Re: Bug reports
Thu 10/11/2016 15:40:36
Quote from: selmiak on Wed 10/08/2016 11:53:41
The game credits on a game's page are still wierd and broken imho.

First of all: Is there a reason why the people involved with making the game are hidden? They should be visible at plain sight, just add another light blue box so we have About this game, Credits (new!) and Comments. Now everyone can see you madez a game. Btw, there is a border-radius css element that works in all major browsers now, no need to have 3 css classes defined and 3 div elements for 1 box with rounded corners, just saying, it displays fine, I was just looking through the html and noticed this.

All the other games an AGSer has worked on can still be hidden behind one click, this is okay imho, though the link to click on could be the words: has worked on <a> ## other games >> </a>. But this list behind that link is still broken, please just use a freaking table to display that data rather than floating divs, this screws up the layout! If the gamename is too long the gamename goes over two lines while the credits don't, so you have 2 of your roles in making 2 different games displayed next to only one gamename over 2 lines and this drags on through the whole list. If you did too much and your role goes over 1 line the 2nd line displays somewhere halfways into the gamename. Please just use tables or wrap the gamename and the role into yet another div. Using tables for data like this is perfectly fine, especially when the display looks better afterwards. Using a wrapper div is probably faster and should work without any additional css for the wrapper div, but clutters up the html.
I'd like to echo this, it looks pretty bad for any team that has made more than two or three games.

Quote from: cat on Sun 02/08/2015 13:31:52I still get the tapatalk spam from time to time when browsing with my phone. This is really annoying. So does at least someone know if I can use Adblock to stop this?
This is still an issue, could someone please fix this.
#442
General Discussion / Re: Trumpmageddon
Thu 10/11/2016 15:32:31
Quote from: dactylopus on Thu 10/11/2016 15:00:54And I have heard a lot of people who are otherwise Democrats opposing Hillary for simply being female.

Yes. To me, one of the most surprising results of this election is that the majority of white females (and about one-third of non-white females) voted for trump. All issues of policy aside, I would expect the consideration of "the first female president" vs. "someone who publically endorses sexual harassment" to have a bigger impact than that.
#443
General Discussion / Re: Trumpmageddon
Thu 10/11/2016 13:32:58
Quote from: Ali on Thu 10/11/2016 13:11:48But the idea that she is exceptionally corrupt in comparison with the men who have previously held the office of President takes a spoonful of sexism to go down.

Here is some research on the topic.
#444
Quote from: cat on Thu 10/11/2016 12:44:33
It does not matter if the story is about pirates, dragons or laser swords, funny or serious or scary.
Indeed, the design of the story is unrelated to the subject of the story.

QuoteWant it casual, more story driven? Use less verbs. Want it more difficult or interactive? Use more verbs
That is precisely what I mean by story design.
#445
Quote from: Gurok on Thu 10/11/2016 11:56:17
Well, what did you mean by "worked" exactly? It was certainly possible. I didn't say it was the path to a surefire hit.
But that's precisely the catch. Yes, a mismatched interface can "work" with any game. The point is that a fitting interface works better.

There are so many games available online that players can and will discard a game almost instantly it if they find the interface awkward. It's certainly possible to make a game like that, but using a fitting interface will get you a much bigger audience.

Quote from: Danvzare on Thu 10/11/2016 12:29:45
Let me give you an example. On Day of the Tentacle, there's a puzzle where you have to push Nurse Edna down the stairs. How would you do that with a two button system?
What you're actually saying here is that you prefer a game with more than two verbs. Not that you prefer a game with a verb coin. That's an important distinction.
#446
Quote from: Gurok on Thu 10/11/2016 11:12:56In the sense that they designed an interface that would work with adventure games, yes.
That's circular reasoning.

QuoteThere was an AGS adaptation of H2G2 published a while ago.
Right. It has poor to mediocre ratings, whereas the Infocom original is a widely-praised bestseller with two anniversary editions. If anything that underlines my point. To you personally, it doesn't factor; to the audience at large, it clearly does.
#447
Quote from: Gurok on Thu 10/11/2016 08:52:28Police Quest 1, Leisure Suit Larry 1, Space Quest 1 and Quest for Glory 1.
Oh, you meant the remakes. That's quite different from publishing a game with two interfaces.

The thing is, Sierra didn't arbitrarily switch to an interface they found somewhere. Sierra designed that interface, to match with the kind of games they were writing. That is why it works for them; it wouldn't have worked for the average Infocom parser game, for example.

But if you're not in a position to popularize a new kind of interface (and let's face it, most of us don't have that amount of market penetration), then it doesn't make sense to publish a game with two interfaces. It will either lead to one of them feeling "tacked on" and being ignored by players, or to both of them feeling awkward.
#448
General Discussion / Re: Trumpmageddon
Thu 10/11/2016 07:31:27
Quote from: Baron on Thu 10/11/2016 02:09:14
The really sad thing here is the swathes of society who genuinely should have been outraged by what Trump said on the campaign trail not turning out to vote.  About 51% of the US population is female, which alone should have lost Trump the election.  But it is an indisputable fact that many of those women just didn't seem bothered enough to vote against him.  Indeed, over 50% of white women supposedly voted for him (source).  Although not as large a segment of the population, the same could be said for target minorities (same article).  I don't want to be the guy that blames the victim, but if someone treats you worse than dirt and then you vote for him, then you're kinda the author of your own misfortune.

I've seen this sort of thing before, and it keeps baffling me. For instance, in my country we have a (tiny minority) religious conservative party that, among other things, wants to revoke women's voting rights. And somehow women still vote for them. How strange is that?
#449
Quote from: Gurok on Thu 10/11/2016 00:28:41they frequently published the same title with both interfaces.
No they didn't. Wherever did you get that idea?
#450
Quote from: Crimson Wizard on Wed 09/11/2016 23:47:57
That was discussed before, but in a nutshell I agree with opinion that it all depends on how often are you going to have sensible multiple actions for the same object.
Actually, there's two distinct questions here.

Using more than two verbs is a matter of story design, and this depends on what kind of story you're writing.

Using a verb coin is a matter of interface design, and verb coins are a frustrating interface (and that's because they're not designed with the user in mind).
#451
Don't use verb coins. They get in the way of gameplay.
#452
General Discussion / Re: Trumpmageddon
Wed 09/11/2016 16:37:28
Quote from: Cassiebsg on Wed 09/11/2016 16:17:30
Don't know why, but since yesterday I just can't take this song out of my head...
R.E.M. - It's The End Of The World As We Know It 8-0 :(

I think trumpocalypse sounds better than trumpageddom, really.
#453
General Discussion / Re: Trumpmageddon
Wed 09/11/2016 08:35:40
California will declare independence (just like Scotland).
#454
Does anyone know how to reach the (former) AGS'er known as Rika Jiff, also known as Ricardo Ferreira? Unfortunately I don't have a functional e-mail address for him; perhaps somebody can tell me? Thanks!
(note to mods, that was the last one)
#455
Actually, scratch that. It's interesting but it has an easy workaround. I'm still wondering on how to get the .TRA files to work though.
#456
3.3.0.1162

Test case: take REA and put a line in there that says RawDrawRectangle(0,0,10,10). Calling the second game directly, this paints the top left of the screen black. Calling the second game from the first, this does not paint the top left of the screen black. Interesting, isn't it?
#457
Another unusual issue is that in the called game, the repeatedly_execute_always() function in the global script never gets called. Could you advise on a workaround please?

(edit) the ones in room scripts do work, so the obvious workaround is to cut/paste the REA function to all the room scripts instead.
#458
Just like a book or a movie, a game needs conflict. A bad guy is a common, but by no means the only, way of accomplishing that. It also lets you use a number of popular tropes.
#459
I'm using the same file for both games; I've simply made one by pasting the source text for both into a single text file (as TRS). It's simply called dutch.tra for now.
#460
Yes, the problem is not so much selecting the proper file, but that the file doesn't work. If the translation file is made for game X, and the player starts game Y which uses RunAGSGame() to go to game X, then game X uses SetTranslation(), then this does nothing. No error message, but default English texts are used.

Both games are in the same folder and share the same %savedir%.
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