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Messages - Ryan Timothy B

#1241
And next time get travel medical insurance.
It's about $35 per person a week here in Canada. I never leave the country without it. :P
#1242
Quote from: Monsieur OUXX on Fri 04/02/2011 09:38:05
I'm just not fond of pre-endered 3D graphics, that kind of puts me off, but good luck !

I think it might be the big penises and that every statue in the game seems to be a man with a large penis, that puts me off.. but to each his own. ;D

(actually I would have been playing this with Dualnames, but it looks like he already has a 'partner' :P)
#1243
You shouldn't have created a new thread, the moderators would have moved it here for you.

Now you have two threads with the same thing. I figured you were in the AGS forums long enough to know which section was the appropriate one, and that the mods will move it for you if it's not. I was just letting you know while I was posting my answers.
#1244
First off, this is in the wrong section. It should be in Adventure Related.


* If you had to list 3 things that make up a good game what would they be?
-Graphics, User interface, Story, and a 4th would be Gameplay/Puzzles

* What is it about a game that inspires you?
-Great graphics or animations. Sometimes great programming will drop my jaw, but it's not very often.

* What do you consider 'off putting' about a game?
-Bad spelling and/or grammar. Once I hear someone saying that a game has bad spelling or grammar, I avoid it no matter what the graphics may look like. I can't enjoy a game that confuses their "Its" with "It's" or "Your" with "You're" etc. It stops me mid sentence like a brick wall.

* Your Preference: Lucasarts or Sierra or other?
-Definitely Lucasarts.

* Mouse or Keyboard controls?
-Depends on what kind of game it is. An arcade game will get away with keyboard only controls but an adventure game cannot, unless it's an arcade sequence mid-game or something.

* Anything else you can think of....
-Get several beta testers and actually listen to them! It's hard to hand over something you feel is a 'completed' project and have people tell you what's wrong with it.
#1245
We went through many different character designs for Mikael and landed on this one as being the best, so it's interesting to hear what your thoughts between the two are. It took me a little to get used to the new design, but I definitely prefer it more now.

As for the 'not ingame screenshot' comment, it's mainly because I haven't uploaded a newer release yet with the new character designs and background improvements. Since you guys said we were teasing you, Zyndikate threw it all together in Photoshop. In-game it looks pretty much the same, just with dust particles, animations, fading light beams and such. I feel it looks fabulous, to be honest.
#1246
This is the best thread I've ever read.
#1247
Perhaps there should be limitations on how large the maps should be on width and length? Or is that even possible.
Not that I play that often, it just seems stupid to have the map become almost a gig in memory.
#1248
And those are the old backgrounds and character art. You should see the new style. :P
#1249
Quote from: Calin Elephantsittingonface on Sat 29/01/2011 01:47:55
"The lamp post seemed to glisten in the moonlight. It's manly goodness oozed from every pore, enticing me closer. Oh, how I longed to touch it and to feel its touch upon my skin. Orgasmic. I shall name it.. Lamp-post-Ben"
I thought you said your writing wasn't going to be cheesy anymore?  :=
#1250
Is this module that Khris wrote on the forums? That way we can look at it and find out when it grabs the names of Objects, etc.
Otherwise we'll just be pulling random guesses out of our scripting hats. :P
#1251
I haven't used 2.72 in a very long time and I used it quite briefly, but doesn't it have Object.Clickable? Just make the window non clickable and that's all you need to do.
#1252
How exactly does the "player detects the object"? And what do you mean by "while setup to detect nearby objects and then write name of object to a label"? Are you checking around the player for objects and their names?

room_load is called after the on_event BeforeFadeIn.

Where is this script located that checks the nearby objects and their names?

Also you said "before it disappears", I hope you meant: before the text disappears.
#1253
He didn't curl around that, did he? :P
#1254
Quote from: Dualnames on Fri 28/01/2011 03:52:30
Dualnames curls around Chicky's feet
Don't get too excited, Chicky's really a man. :=
#1255
Quote from: Armageddon on Mon 24/01/2011 01:41:19
But I think you should make the entire game, and not release it in chapters to buy [..]
I think this may actually be a good idea. Instead of the
Spoiler
airplane crashing scene being the end of the game, perhaps it should extend from there. That would definitely make a commercial release of a previously free title worthwhile. Obviously still adding the new puzzles and dialog like you suggested and perhaps adding different rooms and/or characters that the first title didn't have.
[close]
#1256
I'm in the process of making my own character layering system. I'm using 2 characters per character only because I can't merge alpha channels without using Calin's plugin. And I don't really want a possibly commercial game to be using a possibly buggy plugin that I didn't write (no offense Calin :P).

What I'm basically doing is I have a dummy room and GUI for the setting up of the characters and their views, loops and frame. The dummy GUI has sliders for each View, Loop and Frame and I can select which one I want for the body or the head. I can then move the head around based on how it should be with each head and body frame.

Then it outputs it all into one big text file with numbers telling which View, Loop, Frame and character it was and the placement of the head. That script is mostly for backup since it's easily readable and can be appended to at any time.

Then it will create another text file (which I haven't done yet - but soon I hope) that will be in a readable form of AGS language that will be copied into a module's rep ex always.
Sure there may be a lot of script, but I'm really not sure which is a faster action to be done every cycle.
AGS reading through a bunch of script, AGS reading through an array, or worse AGS reading through an entire text file.

I could possibly unload it into an array at the start of the game, but then you have to worry about that text file being tampered with and the placement of the head being on the crotch of the body. lol Meh, I'll stick with the script way. I 'just' need to write it to output into a text file in the style of AGS code.
#1257
I wrote this half a year ago. I had it so that the moment you tap Space, it'll pause the game. Then the moment you release Space while it's paused, it'll unpause. I didn't like it unpausing the moment you pressed the space bar, which is why I had it unpause after you released it.

You'll have to put this in the global script in the repeatedly execute always function.
Code: ags

bool spaceIsHeldToPause, spaceIsHeldToUnpause;

function repeatedly_execute_always()
{
    if (IsKeyPressed(eKeySpace) && !IsGamePaused()) 
    {
      SetSkipSpeech(2);
      PauseGame();
      spaceIsHeldToPause=true;
    }
    else if (spaceIsHeldToPause && !IsKeyPressed(eKeySpace)) spaceIsHeldToPause=false;
    else if (!spaceIsHeldToPause && IsKeyPressed(eKeySpace) && IsGamePaused()) spaceIsHeldToUnpause=true; 
    else if (spaceIsHeldToUnpause && !IsKeyPressed(eKeySpace) && IsGamePaused()) 
    {
      SetSkipSpeech(0);
      UnPauseGame();
      spaceIsHeldToUnpause=false;
    }
}


This will pause during speech or any cutscene.
I believe the SetSkipSpeech was used to prevent the pressing of Space to skip the speech. There was also a glitch that once the game was paused during dialog, it would continue through the lines of text if you clicked the mouse. Not sure if CJ had corrected that or not since I wrote this.
#1258
It sounds like IRCSPlit is an extender of 'string'.

You'll see something like this:
Code: ags

struct sIRC
{
  ..
  import string IRCSplit();
  ..
};

string IRCSplit()
{
  ..
}


You'd have to change 'string' in both the struct and the function definition to 'String'. I believe. No idea though man, I've never looked at this TCP/IRC or whatever it's called module. I'm just assuming it's doing this by the error you're giving, which btw, is quite vague.
#1259
Critics' Lounge / Re: Help on Background
Thu 20/01/2011 19:49:36
Quote from: Ali on Thu 20/01/2011 19:00:17
I wouldn't describe the perspective in that CMI scene as bent or distorted, it's pretty standard two point perspective (lovely through that location is).
I'd almost say it has a slight 3 point perspective with the 3rd point slanting everything to the right, and making the top a little wider than the bottom. You notice it mostly on the doorway, the nacho machine and corner of that wall. Also the floorboards are completely wonky.
It definitely doesn't follow the perspective straight as an arrow, he's quite curvy with it.


Quote from: Murgy on Thu 20/01/2011 19:35:42
Obviously you meant it to be, but there are elements of it that are confusing, like how there really isn't a corner on the long wall, and then the curve of the table in front.  I'm not sure if the hallway actually curves like that, or if you bent around the perspective in order to show both ends of a straight hallway.
Yeah, that's the part I was equally confused by. It seems like he's bending the perspective of a straight hallway so you can see both ends.
It's a little extreme.


But yes, your reference, Ali, is much closer to his than mine. :P It just reminded me of it for some reason.
#1260
Quote from: tzachs on Thu 20/01/2011 13:20:56
Huh, I exactly began working some time ago on a module that does the exact same thing [..] I will probably go back to working on it again once I relieve myself of some other projects I'm doing, unless you will release your system, which would save me the trouble.  ;)
Right on. (I keep meaning to play that game :P) The biggest issue is that we're using alpha channels for pretty much every sprite, so the thing that makes it more difficult is that we'll have to use a character for the head and body. We could use Calin's alpha blending plugin, but I'm worried about using it for a project like this.

Now if AGS advances before this project is released to have alpha blending, I'll definitely go that route.


Quote from: zyndikate on Thu 20/01/2011 17:40:18
Not for me, I lost my whips! And before anyone gets any funny pictures, they're _mostly_ for motivating everyone to work. :)
Sure... ::) lol
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