Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ryan Timothy B

#1081
General Discussion / Re: R.I.P Ryan Dunn
Sat 25/06/2011 02:54:03
And lots and lots of alcohol and some medical experiments. Plus a steamy night in the hot tub with that Zack character and Voila, Ryan Dunn was created born.
#1083
Critics' Lounge / Re: Game Background
Mon 20/06/2011 03:12:06
Umm.. How about: it hurts my eyes.
:-\

You should choose colors that are less painful if there is only going to be 3 colors.
Also the floorboard line runs through the foreground chest.
#1084
Quote from: theo on Sun 19/06/2011 21:56:40
I'm eagerly awaiting a "Journey of Iesir" demo of some sort.  :D
No guarantees, but maybe I can convince the guys to have us release a one room demo for the end of the AGS release something -- wouldn't want to give away too much. ;)
#1085
Quote from: Chicky on Mon 20/06/2011 00:08:17
Aww guys, thanks for all the love. You've made me want to try a few more in that style.
Just fix that cross appearing to connect with the water's edge and lining up with the light's reflection. Otherwise I totally agree with Snake, very nice atmosphere and would make a fun game; if it were for a game.

Oh.. this isn't the critics lounge? :=
#1086
Quote from: CaptainD on Fri 17/06/2011 21:34:50
pity you'll have to put up with my writing, but you can't have everything!!  ;D
Or my terrible programming. :D Haha Of course I kid. This game is coming along nicely.
#1087
The blue cup sprite itself isn't the default image place holder, just sprite slot 0 is the default. Not having sprite 0 may cause compiling errors, I'm not sure.
#1088
This game is on the top of my most anticipated games. I also love the variation of the poses Weird Al has.
#1089
Well no one here will just program this for you. If you'd show some code that you've written and having issues with, someone might offer their help.
I'm also not familiar with an isometric platformer. Is it something like the final fantasy games?
#1090
Quote from: Khris on Wed 15/06/2011 08:20:16
And since I like analogies so much: "I didn't want to eat mustard with that since it is a pain getting it out of the glass with your tongue."
Who the hell eats mustard from a glass?

I just shove my tongue in the plastic blottles. Much easier.
#1091
So now that the AGS code is released, is there any chance the engine could have Character.Speaking set as true regardless of whether the character has a speechView set and is animating? Or does this break anything?

I'm not sure what AGS does with the Character.Speaking boolean, it must use it to check then animate the talking frames. But I see no reason why it can't simply check if the speecView is higher than 0 and animate or not with that information.


It would also be nice to have a Character.SpeakingBackground boolean as well. Possibly even having sayBackground animate the character when they talk as well (although I've never actually used sayBackground, just read up on it, but I plan on it soon).
#1092
This is for my animation layering system for Journey of Iesir. Where you have a head character and a body character (can be used for multiple game characters at once, but mostly just the Player character). The body character does the walking and talking, and the head character animates depending on if the body character is talking or not. That is, if there is a SpeechView set for the head.

It's nearly functional minus this one last issue, since there are some body poses that will more than likely not have a SpeechView.


I could create the extra Loops for the talking View. I guess it can work there will be hundreds of Loops. And it does open a new issue though. Where if I wanted to Animate the body character dropping a bag of coins for instance while he's talking, I won't be able to use Character.Speaking to check whether to animate the head character to talk.


The only other solution is to use the head character as the Talking character, but since with the majority of the game the character won't be layered with the head and body characters. I'd have to create my own extender function to talk with either the head or body depending on if the head character is currently active. But extender functions don't work with auto-number speech lines and voice acting script.


Ughh.. Why doesn't Character.Speaking just freakin work while he's actually speaking regardless of whether he's animating or not? lol Headaches suck. :P
#1093
So what's the deal with Character.Speaking not returning true if you don't have a SpeechView set and the character is talking with the regular Say function?

Is there a workaround?

Thanks.
#1094
AGS will check if you're standing on the hotspot. It will run the hotspot_walkOn() function. It will run the line of code with the say command.
It will then recycle through the script. It'll check if you're on the hotspot. It will run the hotspot_walkOn() function again. Run the code again with the say command.

One way around this would be to use the Game.DoOnceOnly function:
Code: ags

function hHotspot_WalkOn()
{
  if (Game.DoOnceOnly("stands on hotspot")) 
  {
    cEgo.Say("My message text.....");  
    //etc...
  }
}


It will still run the function every time you walk on that hotspot, it just won't run the lines of script within the DoOnceOnly.
#1095
Quote from: ThreeOhFour on Fri 10/06/2011 05:42:49
Steve: Wow, that really is something! Can you turn as well, or just strafe?
J and L is how you look around. I randomly pressed buttons until I discovered it.

Impressive stuff Steve.
#1096
It (i) should start at 1 since you already know the 0 index is the same as the 0 index. :P
#1097
General Discussion / Re: Voice control
Thu 09/06/2011 15:14:40
Quote from: Atelier on Tue 07/06/2011 21:34:32
Ryan for some reason I always get you mixed up with Jim Reed. When it's you posting I think it's him and when it's him I think it's you. Probably because you're the only two with real names.
Oh ok.
There, that should help with the problem. :D
#1098
Unless you're some kind of genius Rainman who can identify exactly what's in between each of your ninja braces. Or you're relying heavily on Ctrl+B to point out where the closing brace is, or just simply counting every brace until you find where you want to insert your code. I couldn't program like that. It's unbelievably time consuming and, as everyone keeps saying, Very prone to errors. It has nothing to do with 'looking pretty', it's simply just to make it organized and easier on you and anyone else who looks at your code.

I have a hard enough time finding the closing brace on my indented lines when there's tons of lines of code. I'd hate to imagine programming in your style. Seriously. We're not trying to convert you to the darkside or something.

When I first started programming back in grade 9, I never used indentation either. I refused to use it. I thought the teacher was trying to teach us some stupid method to waste time. But a couple years later, once I started using it, I found my code unbelievably clear and easy to read and now laugh at people like you (who used to be like me) who think it's a waste of time.

But no, seriously. Stick with your style if it really makes you happy spending all that time counting your braces and putting the code between the wrong ones and having to cut and paste several times. :P
#1099
I have never heard of this "The Game". Must not be a Canadian thing.
#1100
General Discussion / Re: Voice control
Tue 07/06/2011 04:09:49
Quote from: Studio E3 on Tue 07/06/2011 01:47:38
I am already getting ideas of game, better stop now while I have the chance.
Just imagine that game.

Me: "Attack the man with the club"
Game: Unknown command
Me: "Kill man with the club"
Game: Unknown command
Me: "Hit man with club"
Game: Unknown command

Correct Sentence: "Hit man head on with club"
Game: You hit the man with the club.

It sounds great, Icey. I'm looking forward to it..  :-\
SMF spam blocked by CleanTalk