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Messages - Ryan Timothy B

#1181
Nope. Trying StopDialog within a dialog was the first thing I tried.

The empty dialog line actually works though. I never did think of trying that. But don't use a space, it will actually display that dialog line in the list. It doesn't display blank lines though since there is no height for an empty string so it won't leave spacing. And the space you can click.

But like i said, the dialog should close whenever all the options are turned off.
I imagine the only reason it aborts the game when all options are turned off, is that CJ saw a dialog with no options on, as something programmers should avoid. But from what I've gathered by scouring the manual, there is little way of avoiding this in situations like I've mentioned above, without doing the blank dialog option.
#1182
Quote from: Khris on Sat 26/02/2011 21:56:08
by starting a dialog with all its Show boxes unchecked; obviously, AGS can't display a Dialog with all its option turned off.
I personally think this should be looked as a glitch. The Dialog should just close if their are no options on.
As I don't believe there is any way to close a dialog without doing it within Dialog_Request (that I know of).


If one had a dialog with 2 options, and no matter the order the player selects them in, each option would turn off and return. How would you close the dialog after all options had been selected?

The only thing I can think of is running: run-script 1 (1 being the dialog number), then within the Dialog_Request check if all dialog option are turned off, then close the dialog. Of course you'd have to check the number being passed to the Dialog_Request to see if it's below the actual Dialog count to prevent it from crashing.

Is this the only way?
#1183
Quote from: Dualnames on Sat 26/02/2011 19:46:20
I know you can still select the line, but it's too god-damn pixel perfect.
I just click the line, hit End (or click off to the right side to begin with, to start the parser at the end of the line), hold shift, then press Home.
It's something that just became natural for me and unbelievably efficient.
#1184
General Discussion / Re: Who has 5.1?
Thu 24/02/2011 02:19:04
I have the speakers and system, just don't have the room in my living room without it looking cramped or awkward. Perhaps one day I'll get back to using them, just not anytime soon.

Just like what Ascovel said, the minimal sound difference isn't really worth the clutter.
#1185
Quote from: skitt2501 on Wed 23/02/2011 03:04:00
Obviously not perfect- I need to touch up some of the angles, improve the lighting a bit, and I don't know if that's the right type of texture for a cave, but.... better?? ;D
Umm. No. Not at all. It's all very 2d and flat looking. It actually looks like you've split a rock in half and took a picture of all the mineral lines and such in it. I don't see a cave in this at all if it weren't for the black silhouettes of the stalagmites and stalactites.

I don't know blender at all, but you definitely need some dynamic lighting in this.


Oh, and Mode7, that Zelda screenshot looks fabulous. I would love to play a game with graphics like that.
#1186
I told you not to tell anyone!
#1187
The delay switch is awesome. I was hoping he'd give you control for timing and he did. Right on.
Only 4 different settings, but it definitely reduces the amount of room you need to make a music track.
#1188
Oh my. The smooth lighting looks gorgeous. No wonder why he makes it the default lighting setting now.

He actually fixed the fence walking glitch. Now you can actually walk on a fence without glitching everything out. 'Bout freakin time.
#1189
Quote from: Kweepa on Tue 22/02/2011 04:51:15
Ctrl-Alt-Esc and go to performance, is there any CPU remaining?
Actually to avoid confusion, on Windows 7 it's Ctrl+Shift+Esc to access the task manager.
#1190
Basically I meant that the room stays at the same size as the game resolution. Then the objects move around instead of the viewport moving around. Once the chunks move off the side of the screen, they'd have to swap their coordinates to the other side of the objects.

[a][b]
[c][d]

If you're moving to the right, the objects would be moving to the left. A and C would soon slide off the left side and they would need to be changed onto the right side of B and D. Or vise verse if you're traveling in the other direction or up or down.

It requires a lot more programming knowledge, and if you're uncertain how to do it, I guess you're probably better off going with the room approach with hotspots and such. I was only suggesting you did it that way so I could enjoy it with beautiful AA layers.


I'm not sure if it's the brush you're using, it almost seems like it was up-scaled slightly. So it has a blurriness in the strokes where it should almost look smoother and darker shades.
#1191
Are you creating that entire world as one sprite? That can definitely slow things down. I'd probably crop them into small chunks (probably the size of the screen resolution) and only load the visible chunks from each layer into 4 objects.

No guarantees that it wouldn't have slow downs, but it should definitely be much faster. Plus the background could stay at the game resolution with a blank color instead of it having to load a gigantic background each load. You'd have to use a grid system for where the ground is instead of using regions or whatever.

I know all that techno gabble doesn't belong in the CL, but I strongly insist that you have AA edging. That's the reason why I posted it all. It would improve the visuals of the game greatly.

Also, there's kind of a blurry wax crayon look to it. Anyway it can be sharpened up a bit?
#1192
I guess I couldn't resist...
#1193
The parallax background would look so much better if you had aliased edging on the sprite layers.
#1194
Argh. Sorry Phemar, looks like I won't be logging back in for a bit. I had a missing chunk and tried reconnecting to the server to remedy it, but Minecraft.net is down so it won't allow me to connect without verifying my username/password.
#1195
Sadly, I must agree with Khris.
#1196
I finally played the Back to the Future game. I actually enjoyed it and I can't believe how much he sounded like young Mikael J Fox.

The user interface is quite clunky. I hated how you control the character to walk or run around. The inventory menu sucked badly too. The user interface was definitely poorly designed and harder than it needed to be. You can't even examine an inventory item without clicking that tiny little magnifying lens.

This is the only game I've ever played by Telltale games, but honestly, I think they 'might' have what it takes to improve Kings Quest. But the games themselves were quite boring as they were.

I'm a little worried about them doing The Walking Dead though.
#1197
The weekend isn't over yet! It's Family Day today. A completely retarded stat holiday that started in 2008 here in Ontario.
Doing a wiki search shows 2 American states, South Africa, 5 Canadian provinces and an island called Vanuatu in Vietnam, that all celebrate this odd 'Family Day'.

:P
So I want to play some good ol' survival island right now!
haha I'm only kidding. I've got tons of programming to catch up on and I honestly don't have that much of a burning desire to play Minecraft.
#1198
He's either doing a hadouken, or he's number 5?
#1199
Quote from: Peder Johnsen on Tue 15/02/2011 19:22:36
I'd like some feedback on AGSCraft Survival Island.
I was okay with the weekend rule, but.. but.. is it not running this weekend? :P
#1200
Did the server collapse again? I can't connect.
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