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Messages - Recluse

#61
Oh good golly gosh! </innocence>

I was expecting some array declarations in the code and Khris used some property stuff instead! I was looking at the code, scratching my head, trying to find the array. *Looks stupid now*.

Thanks for solving my problem Khris, sorry for the confusion.
#62
I wouldn't suggest using GlobalInts, only as a personal preference. I find it much easier to set variables like so:

Code: ags

isMusician = true;


without having to call a function, like so:

Code: ags

SetGlobalInt(10,1);


Just from looking at the code it's much easier to remember what "isMusician" does, rather than trying to remember what you had "Global Int #10" do.
#63
Quote from: Hotspot on Fri 10/08/2007 22:40:21
The fact that they left it to small/medium suppliers makes me think darth is right really. They couldn't afford to piss off a large supplier, but a small one might not beable to afford to lose the business just because of something like this.

What makes me laugh is that the return letter from the supplier makes it seem as though A&R is a smaller franchise. Which only increases the irony. It would seem that A&R, which has apparently been struggling, has just cut off their own head.

You'll also note that the letter said all of the "unprofitable" suppliers, which could very easily include large American publishers that have a small Australian presence. I wonder what American companies would say about this.

I also wonder if anyone will actually PAY A&R as a result of this letter?
#64
I've just finished this background and I'm having some issues with the way the couches look. I believe I managed to capture the general IDEA of a couch... but it's lacking substance...



I think this is mostly a perspective issue. Here's the ENTIRE couch, on it's own layer.



Feel free to do some paint overs. I'm aware the shading is odd, but this is the kind of style I'm attempting to include in my game.
#65
That code looks awfully different than the code I'm using. Is that AGS 2.8?

I'm afraid I have caused some confusion in my first post. I'm actually using AGS 2.7. My reference to AGS 2.8 was simply me wondering whether it would be possible to do such a thing in AGS 2.8.
#66
Quote from: Darth Mandarb on Fri 10/08/2007 21:06:36
There's no such thing as "bad" publicity.

Wouldn't surprise me at all if suddenly they announce that a disgruntled employee was responsible for this and that ... blah blah blah and now they've gotten all this press/attention.

I was actually thinking the same thing as I read their letter. Angus & Robertson cannot expect tactics that would admittedly work in Communist China to actually work in a capitalistic society. The response is absolutely correct, it seems that with such ridiculous demands the publisher would do much better to drop the supplier. In a controlled economy, the publisher wouldn't have much of a choice who to sell to. Fortunately in this economy, the publisher has plenty of choices, and would do much better to cut their losses (and a load of extra work) by telling Angus & Robertson to go screw themselves.
#67
The Rumpus Room / Re: Cheesy subtitle for AGS
Fri 10/08/2007 02:37:43
Quote from: space boy on Fri 10/08/2007 00:54:35
Quote from: Recluse on Fri 10/08/2007 00:41:14
Because we care.

This phrase is already taken by like a million other companies. Let's modify it a little:

AGS: Because we don't give a shit.

I think this one's better. It stands out from the crowd and it's honest.

That was supposed to be ironic. ;D But that works too!
#68
The Rumpus Room / Re: Cheesy subtitle for AGS
Fri 10/08/2007 00:41:14
AGS: Because we care.
AGS: You don't wanna know.
AGS: Game creation for the rest of us.
#69
Alright, I've got some card locks in my game and I'd like to be able to have the game post a message if the player uses the wrong keycard. But I'm completely against having to go back in and change the room script every time I add a different keycard object.

Is it possible to declare an array of objects in AGS? I've noticed that "object" isn't a blue keyword, and that the help file does NOT define object as a data type. Is there a way around this limitation, and if not, is it in AGS 2.8?
#70
Critics' Lounge / Re: Forest BG Help
Wed 08/08/2007 21:18:08
That's VERY nice... with art like that you could easily win.

This is going to be an interesting MAGS.
#71
Updated the first post with extra screenshots and a DevJournal. We are now officially in Alpha testing and are currently plowing ahead towards a fully function demo of the first "day" in the game. At the rate we're going it should be released sometime after September.
#72
Quote from: Radiant on Fri 03/08/2007 16:59:38
Yes, but obviously there can Be Only One, which is why all these Joneses carry heavy two-handed swords under their trenchcoats or other attire, and if two of them meet they will battle to the death to absorb the other's Chrissitude!


That sounds like the plot to the next ground-breaking adventure game!

Or maybe just the plot to Highlander...
#73
Quote from: WHAM on Sun 05/08/2007 08:58:47
Yeah... I was thinking about abandoning walk to points and using cEgo.Walk...

Personally, I never trust the Interaction editor, or any of AGS's "graphical no-scripting needed functions". I'll always rely on my code to get things done, that way I have complete control.
#74
Yes, but most of us make humor games. Not horror games. Thus this version would only lower the quality of our product...

The Current Cuppit just looks ugly, and besides, why do we need a user-friendly assistant when we have Ashen?



#75
It seems like the walk-to point may be calling a blocking function, which would definately cause some problems with walking on the region.

I have 2 Possible solutions (not sure which is best):

  • Add something in the Always_Executes function that checks to see if the player is standing on a region  in the rooms which give you trouble.
  • Remove the walk-to points and use character.Walk() instead with eNoBlock on (you may need to code around some things so that the eNoBlock doesn't screw up your list of actions.
I'm not sure if either of those would work. I'm inclined to think that using the Always_executes function like this would cause some serious lag on slower machines, and I'm not sure if using eNoBlock would be feasible. But that's what I've got, someone please correct me if I'm wrong.
#76
Hints & Tips / Re: _Access help
Sat 04/08/2007 21:01:38
I can't figure out how to change channels on the chat...

EDIT: Nevermind I got it... help files are your friends.
#77
Critics' Lounge / Re: First try at ISO
Sat 04/08/2007 16:54:20
I'm no artist (so I won't post an example) but I think that some white highlights on a few key points would make it look more plastic. If that's indeed the effect you're going for.

Personally, I think simpler looks better, but it depends on what you're looking for. As far as I'm concerned it looks great!
#78
It sounds like it would be easiest to do this is with a GUI. If you have a background you would make 2 different background sprites for your GUI... 1) with only the first text box showing, and 2) with both text boxes showing just like you want them to appear.

Set up your GUI so that you have both text boxes where you want them, and set one to start out invisible. Once the number typed into the first text box has been validated as correct, set the second text box to be visible. If you have a background you will need to change the background image of the GUI to the second background as well.

If there's a better way to do this, someone please say so, because this is the way I handle such things in my game currently.
#79
Quote from: ildu on Thu 02/08/2007 16:04:27
Don't forget Chris Jones, singer/songwriter: http://www.chrisjonescoalition.com/.

Eww... Bluegrass... I would have expected more from a Chris Jones.

There ought to be rules about who can be named Chris Jones and who can't... Some of these characters we're all digging up are just pitiful. They're not at all Chris Jonesish.

I demand a Chris Jones review board! Before any child can be christened Chris Jones it must be proven that their life achievements will be worthy of such a title.
#80
Thanks, I think that bit about the import/export on room scripts should be in the BFAQ

Oh yeah, I should add it myself... DUH
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