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Messages - Radiant

#4761
General Discussion / Easter egg
Sat 25/12/2004 22:48:02
A friend told me and I couldn't help checking... love your easter egg, CJ!
#4762
For what it's worth, I agree with Gilbot and SSH's earlier suggestions.

For nomenclature, the things in rooms have always been called objects in AGS, so I think they should stay that way. The OOP-objects could be referred to as classes, maybe? Like they are in C++.
Properties... well maybe this could be cleared up by referring to room.properties, character.properties, etc.
#4763
Have you heard of Himalaya Studios, Sandrina? They have every intention (and ability) of making commercial games with AGS.

Honestly, there is no way to recompense the people here (especially CJ) for the amount of time they put into it. All games here are the labour of love. And the knowledge that other people enjoy playing your game. And, creativity is its own reward... if you enjoy designing things, then you can't stop yourself.

If you wanted to support the community here, join it. Find your area of expertise, and contribute. Draw a few screens, or musics, or whatever, and donate them to the public domain.
#4764
Quote from: DeathWish on Wed 22/12/2004 23:11:52
Proof Reading
I am an exceptionally good speller (if I do say so myself ;D)
I couldn't help but point out the irony that there are at least five spelling mistakes in your post. :P
#4765
Well, full-scale try/catching for errors is going way too far, obviously - but a bit more control over it would be nice. It seems rather arbitrary which errors crash your game, and which merely put a warning in the logfile, for instance. Also, I believe that teleporting to a non-existant room (especailly with the ^X debug command) should not crash your game, but for instance stay in the current room.
#4766
I'm not really surprised. From the recent Inventory Awards, I would say it's perfectly clear that The Inventory is not in fact about 'indie' adventures.
#4767
You are in your living room. Your parents are still asleep. A plate of yesterday's cookies is on the table; they have gone slightly moldy. A christmas tree is in the corner, decorated with a string of lights and a pointy star. Most importantly, though, Santa is here - stuck in the chimney!
> Talk to Santa
A muffled cry for help is the only response.
> Pull Santa
You cannot move him. He's entirely stuck.
> Take poker
You take the poker that stands near the chimney.
> Take christmas lights
You turn off the christmas lights and carefully remove them from the tree.
> Take star
You cannot reach it, it's in the top of the tree.
> Climb tree
You climb to the top of the wobbly tree and take out the star. It is very sharp - no wonder they kept it out of your reach!
> Take cookies
Yech. But ok.
> Go to roof
On the roof, several reindeer are huddled together near the chimney, anxiously awaiting the return of their master. One of them has a bright red nose and is standing apart from the rest.
> Talk reindeer
One of the bigger reindeer lowers his antlers and lifts a foot menacingly. You quickly step back.
> Talk to Rudolph
Rudolph is too scared and shies back.
> Give cookies to Rudolph
The large reindeer looks at you angrily, as if demanding that he be given the cookies instead.
> Wave poker at reindeer
You wave the poker menacingly at the angry reindeer, and the creature slowly backs off.
> Give cookies to Rudolph
The poor reindeer looks starved! It appears the other reindeer never let him join in reindeer meals. He eagerly accepts your cookies.
> Talk to Rudolph
The reindeer gives a friendly neigh. Or whatever neigh-equivalent noise reindeer make.
> Tie lights to Rudolph
You tie the string of christmas lights around his neck.
> Put lights down chimney
You lower the other end of the string down the chimney, and tell Santa to hold on to it.
Rudolph gives the string a pull, but it doesn't work - Santa is still stuck down there.
> Go to kitchen
Ok. The kitchen is stocked with supplies for christmas dinner. About the only thing that isn't  part of that is a bottle of slightly overdate milk.
> Churn milk
Using the poker, you stir the milk for a very long time until it turns into butter.
> Go to roof
Ok
> Pour butter down chimney
You pour the slippery butter down the chimney. Hopefully this will help greasing Santa out of it! Rudolph makes a half-hearted attempt to pull again, but doesn't quite make it.
> Poke Rudoplh with star
You poke the reindeer with the pointy star. He squeals in surprise and bursts forward in full speed! There is a loud PLOP noise as Santa is forcefully expelled from your chimney!
You quickly clean up the roof a bit, then Santa returns with his full group of reindeer, most of which look rather apologetically to the shiny-nosed beauty in front. Santa gives you 3 Christmas presents containing whatever you want (also known as three inventory items of your choice) and hopes these will help you solving your favorite adventure game!

Fade out to medley of christmas songs!
MERRY CHRISTMAS
#4768
Ah, here's the thing.
First you set the object to a position.
Then you assign a view to the object.
Then you animate the object.
A view never animates on its own. It must be a character or object that uses it.
#4770
Hints & Tips / Re: Black Cauldron
Sun 19/12/2004 22:20:50
Try the river, outside near where you start.
#4771
In execute_always, put something like this:

Code: ags

/// put 'int holddown = 0;' at the top of your global script file
if (IsButtonDown (LEFT) && IsGUIOn (THINGY) == 0) {
   holddown ++;
   if (holddown >= 40) {
        holddown = 0;
       GUIOn (THINGY);
        // set GUI position to mouse pos
    }
}

#4772
...but with the advent of the OO system, wouldn't 'blocking' be a useful parameter to the Face* functions as well? I know I would use it :)
#4773
If it's still in time, my vote goes to Dragon Rose.
#4774
Dame Hetch- ack, no, wait :) Governor Marley. And/or Lady Cygna.
#4775
You could make a single game with an 'extra media kit' as a separate download. For instance, you could include MIDI music in the game, and MP3 music in the media kit (check music.vox in the manual). Similarly, you could put cutscenes in separate movie files - then check if a movie file is present on disk, and if not, instead display some loose backgrounds.
#4776
Try using the 'match brace' option from the editor's menu. A lot.
#4777
No, there are 320 pixels, but since the leftmost one is 0, it follows that the rightmost one is 319. Really :)
#4778
X 320 is beyond the right side of the screen (which goes up to pixel 319). Try X = 0.
#4779
Advanced Technical Forum / Re: Two issues...
Sun 12/12/2004 17:45:14
Hm, if you're doing a bunch of defined constants anyway - maybe you could add something like KEY_F1 (=359 I believe) for use with the key_press functions?
#4780
Advanced Technical Forum / Re: Two issues...
Sun 12/12/2004 16:16:16
%c returns the character whose ASCII code is given by the argument, e.g. Display ("%c", 65) would yield a capital A. Values less than 32 or greater than 127 are likely to cause your game to crash.
Keypress does work with those codes. Note that you should use capitals (pressing the A key yields 'A', regardless of whether you hold shift).

Oh and btw in C I would have typed "ch1 - 'a' + 'A'" only that doesn't work in AGS :)

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