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Messages - Radiant

#961
Quote from: Iceboty V7000a on Wed 12/03/2014 02:16:16this game's (combination of keyboard + mouse) control is 10000000x better than the stupid mouse control of Under a Killing Moon
Yes; keyboard shortcuts are crucial to an effective GUI. Both Sierra and LucasArts knew that.
#962
Quote from: grig on Wed 12/03/2014 01:06:39
How long do you think it would take one person to produce a simple game? 2 years? 5 years?
By no means. You can easily do the script for a simple game within a month; in fact we have a recurring contest that requires you to do precisely that. There is also sufficient art available to get you through anything, if you don't want (or aren't able) to draw it yourself.
#963
Quote from: tzachs on Tue 11/03/2014 20:06:01Re the audio clips API: Can you guys explain why you find those additions useful?
The old (AGS 2) music/sound system let you address everything by number, but it doesn't work with the new (AGS 3) volume controls; so this should do both. This lets you pull tricks like setting a variable cur_music for each room, then playing music[cur_music] if it's daytime, music[cur_music + 1] if it's night, without having to set up an array of pointers.
#964
Quote from: Ali on Wed 12/03/2014 01:02:14
But isn't the latter very cumbersome? The player has to move their hand a lot more if they're selecting icons from the corner, rather than tapping and flicking in the direction of an action.
With a mouse, it would be. With your hand on a tablet, not so much, and this is still easier than a tap-flick-swipe motion.

Aside from that, the interface shouldn't 'clear' the verb after using it once.
#965
Quote from: Ali on Wed 12/03/2014 00:36:33Incidentally: how do verb-coin-haters feel about a verb-coin/context menu in a tablet or other single-click environment?
Still negative. A verb coin is by definition not single-click, and it also obscures the area you're trying to click on. On a tablet, I would either go for a real single-click interface (i.e. one interaction per hotspot, plus inventory items), or put a set of verb icons in the corner of the screen.
#966
Quote from: Babar on Tue 11/03/2014 10:29:35
Definitely prefer it to verbcoin! :P
Yep. While I prefer interfaces that don't take up so much screen space, at least the Lucas interface is easy to control for the player. Verbcoins are downright horrible to work with.
#967
I've done some experimenting...

You can sort things by appending them to the URL: http://www.adventuregamestudio.co.uk/forums/index.php?project=5;area=issues&sort=status
Alternatively, you can find one category by also appending that to the URL: http://www.adventuregamestudio.co.uk/forums/index.php?project=5;area=issues&status=1
(and you can combine the two, if you want)

CW, is that the kind of thing you're looking for?
#968
Since the primary purpose of the issue tracker is to see which issues are ongoing (newly reported or still being worked on), it would be more convenient if the default view of the issue tracker (e.g. http://www.adventuregamestudio.co.uk/forums/index.php?project=3;area=issues ) would either hide closed and solved issues, or be sorted so that these issues appear at the bottom.
#969
Thanks, this is a breakthrough that I've been expecting for awhile; please continue your work on this :grin:
#970
Quote from: Crimson Wizard on Sun 09/03/2014 19:54:12
Lol, no, please don't do that (speaking for myself) :). I find myself almost not encouraged by money, quite contrary, I see money as a contract which just adds obligations, which I don't really like :D.
Spoken like a true CJ!
#971
Yep, pretty much. Standard Windows7 build running English. Accented characters work normally except for that particular font, or so it seems. Shall I put it in the issue tracker? :P
#972
FWIW,

It crashes with too many sprites only if you set it to DirectX9. At least on my system, with DX5 it works fine.

Also, I got this error at two points, after the Best Sound award.
Spoiler

---------------------------
Adventure Game Studio
---------------------------
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.21.1115)

in "Chat.asc", line 261
from "Chat.asc", line 335
from "Chat.asc", line 709
from "Chat.asc", line 932

Error: String.Substring: invalid length

---------------------------
OK   
---------------------------
[close]
#973
Advanced Technical Forum / Editor startup text
Sun 09/03/2014 16:14:35
One of the possible lines that appears on AGS's splash screen is "QuN haces ser6". I'm curious what that means; is it Klingon or something?
#974
Very nice!
#975
I've seen some talk in this forum about adding C's break and continue statements to AGS, and possibly for-loops as well. I'm curious if there are any concrete plans to do so (e.g. for AGS3.3.1) and how difficult this would be?
#976
This article by Joel Spolsky strikes me as very relevant to the discussion here. It's not that long, and highly recommended!
#977
I think he's into multiplayer online games, so like any sensible gamer he hates LAGS.
#978
Oh no! Mod 'ates thread! :-D
#979
This is what happens if The Internet gets informed of a WBC meeting,



:-D
#980
On behalf of Crystal Shard, we thank you for all your hard work on the 3.3 build, and would be sorry to see you go. I hope you'd at least stick around on the forums for the community?
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