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Messages - Ryan Timothy B

#1141
Quote from: Calin Leafshade on Wed 27/04/2011 21:27:30
Check if the script is blocking (use a bool and set it in rep_ex and rep_ex_always) and if it is then hide the label.
That's quite redundant, as AGS already has a bool that tells you if the game is blocking.

Ali, check out:
Code: ags
IsInterfaceEnabled()
#1142
Unfortunately no. I've had to make a nice fading mouse system for JOI where it would quickly fade the mouse mode graphic from one to another using GUI's and hiding the mouse during the transition.

I unfortunately had to manually script it like so:
Code: ags

  if (Mode == eModePickup)
  {
    this.hX=16;
    this.hY=36;
  }
  else if (Mode == eModeInteract)
  {
    this.hX=23;
    this.hY=23;
  }
  else //..  etc.. etc..


There really is no other way.
#1143
Quote from: Radiant on Thu 21/04/2011 13:54:51
What you're looking at is the Mythical Man Month anti-pattern, i.e. that putting twice as much people on a project by no means makes it twice as fast.
It depends on the project. One man building a house could take him 10 days. Two men building a house will take them 5 days. Three men might take 3-4 days.
Of course if these men aren't self thinkers and motivated, you're spending most of your time baby sitting and teaching them to build the house rather than just building it individually and not waiting for the other worker to catch up to you. (I know this because my brother builds houses)

Surely an AGS game would be much different mostly because everyone can't work on the same thing at once. You can't have 1000 people working with the same game files at the same time. And the programmer is waiting for the animators to finish their work frame by frame. All the production bottle necks to the AGS side of things.
#1144
Quote from: Studio3 on Thu 14/04/2011 20:01:03
Seeing how some people like it I might keep that ending.
I'm hoping you're not talking about the AbortGame ending, because people didn't like it, they were mocking it. Sarcasm.
#1145
Darth, I think I may have just found me a new partner in egg-stealing crime. You interested? :=


How about a sheet of glass? Birds are always flying full speed into a window and dying or knocking themselves out. Every time you try to grab the eggs, the bird swoops down and pecks at your hands/face. Simply setup a sheet of glass beside the nest and the eggs are all yours; hoping the bird actually hits the glass, that is. :P
#1146
Are you speaking of how clicking on a Character/Object/Hotspot interaction occurs the moment you press down on the mouse button, yet GUI buttons and inventory items interact the moment you release the mouse button?

If that's the case, if you're going to go through all the trouble of trying to make everything the same. Why not make it like Windows, how you can actually hold the mouse button over something, you then have the option of changing your mind by just moving the mouse before you release the button.

I've done the exact same thing with Journey of Iesir. I agree little touches like that make the UI much more sensible and the effort worthwhile.
I also have it where I can hold the mouse button on the screen, move it to the inventory bar and release it on an inventory item and it'll actually select the inventory item.

The only exception being dialog options. But I'm sure if I made a custom dialog GUI, I could probably do the same.
#1147
It looks like a terrible linear button masher game. It doesn't look like there is an alternate path. It's just what they want you to do, and if you don't press the right buttons at the right time you die.  :-\
#1148
Quote from: oraxon on Tue 12/04/2011 07:09:53
(which basically means a maximum of 800x600 pixels, right? Someone correct me if I'm wrong.)
1024 x 768 actually. :P
#1149
If you're releasing a demo or game, you'll want to disable debug mode entirely. Go to the General Settings tab and in the Compiler section turn Enable Debug Mode to false. Then it won't matter if you have the debug keycodes, it won't run them anyway.

But it is probably good practice to comment or delete those lines if it's a full release game along with disabling debug mode.
#1150
Lookup: Character.Baseline

Just set that Character's baseline 1 unit above the object's baseline.

If you were doing it by script instead of the Character's settings via the property pane, you'd do this (preferably in the before fade in function - unless the NPC is being placed on the photo mid-room):
Code: ags
cNPC.Baseline = oPhoto.Baseline + 1;


Or if the photo Object can never be walked behind, you can just set the baseline for that to zero instead of touching the NPC's baseline. oPhoto.Baseline = 0;
#1151
On line 542 you have oDoorOpen. In the globalscript, it doesn't allow object name likes that, you'll have to refer to the object by the number.
Example (if oDoorOpen was object number 6 in that room):

You'd have to call it by this in the globalscript:
object[6].Animate(....

I would also check if you're actually in the room that has this object (if (Player.Room == 2) etc ). Unless this character that you're giving an item to, doesn't leave this particular room, then I wouldn't worry about it.
#1152
Quote from: Mati256 on Fri 01/04/2011 16:47:07
I can't load the video.  :-\
What country are you in? That might be the problem.

Looks great Vince! I absolutely love the new features. From the video it looks like there might be a plot twist in the game where he may actually just be dreaming. Is that true?
#1153
The Rumpus Room / Re: Happy Birthday Thread!
Fri 01/04/2011 02:50:52
Here's some cake for you guys! (but I probably wouldn't have written that on the cake)
#1154
Quote from: tzachs on Thu 31/03/2011 19:43:04
Actually, you're not far off. Nimbus 2000 is the broom Harry gets for his birthday from his godfather...
Well would you look at that! I've only watched half of one of the movies. Not sure if it was the first or not. Something to do with a dragon with multiple heads, or was it a snake? Or did it even have multiple heads? lol. The movies definitely aren't my cup of tea.

The layout looks nice. The information and such for the games is a little simple looking, but I imagine it'll get revamped one day.
#1155
I still prefer Nexus... meh. It sounds fairy-like for some reason. Or a hairy potter magic spell "Nimbus-elicious".

I'm just a hater. :P
#1156
It definitely does look like water.
#1157
Crazy. I was wandering around the map, a somewhat far distance from the spawn, and I found this:



I literally think that Notch is either a lucasarts fan (it sorta looks like it), or it was some crazy random happenstance. I promise you I didn't make it. Or did one of you guys do it?

Also apparently the cartography died somewhere around February 23rd and has been creating blank images since.
#1158
General Discussion / Re: AGS iOS port?
Mon 28/03/2011 22:44:15
Excellent. And I just happen to have a Windows 7 phone.

Although I'm slightly disappointed with it compared to the Windows 6 (something) that I previously had. I could customize tons of things and run 3rd party applications right off the microSD card without relying on a bloody marketplace. Unless this can still be done with a WP7 and I just don't know it (of course minus the microSD card since they didn't want to support it).
#1159
Same here. It says that Nexus has stopped working and that windows is pretending to look for a solution.
I even tried to run it as administrator, if that's what you were talking about with the admin permissions.
#1160
Quote from: Khris on Thu 24/03/2011 12:44:25
I've pondered whether I should show this since I've been uploading it yesterday, and I'm thinking what the heck:
http://www.youtube.com/watch?v=GPCY3JGu0JU
Impressive video. Now I see the short legged man you posted in the CL in action. :P Nah, they're not as short anymore, but the knee definitely looks low.

I really like what you did with the blobs. A simple bobble graphic and when they attack they just shift their weight towards you.
How he runs towards them and then jumps backwards with a little back step is pretty nice too.


StartBattle(eBattleJungle, eEnemyBlob, eEnemyBlob);
I imagine with that function you have some optional values (more than just two spots for enemies) defaulted to 0?
It would be smarter to have a random battle function in addition to yours:
StartRandomBattle(eBattleJungle, eDifficultyEasy);
Then within the StartRandomBattle function it will automatically assign random enemies for the eBattleJungle scene with the eDifficultyEasy settings.
That way you can call boss fights with
StartBattle(eBattleJungle, eEnemyBossLizard);



You beat me to making a proper RPG for AGS. I've just been way too busy to even start. :P

Also, what's the purpose for the flashing yellow and green blocks on the top GUI?
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