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Messages - Ryan Timothy B

#141
I've never heard of this before. Why would you need a Canadian domain?

Edit: Alright, I've read this rule as well. I'm willing to help you out here Vince.
#142
The Rumpus Room / Re: Name the Game
Thu 27/03/2014 14:13:04
Hmm. I bought the special edition and don't remember any fat belly, I should've guessed it anyway though.

But then again, when I think about it, I never played the special edition for very long.
#143
The Rumpus Room / Re: Name the Game
Thu 27/03/2014 03:58:09
Ben there, Ate that! ?
#144
Quote from: Khris on Tue 25/03/2014 04:48:53
I can also hold down power, then select Screenshot from the menu.
Now that's something I had always hoped Android would have, at least for the folks who don't know the shortcuts for their phones. So it's good to see at least one manufacturer does this.
#145
Quote from: Khris on Mon 24/03/2014 22:02:41
I assumed you have an Android phone, that's the standard combination to take a screenshot. Works fine for me in any situation.
I've had several Android phones now and I've never heard of volume down and power button, but perhaps that's only with onscreen buttons or a capacitive touch home button. With my current phone, it's pressing the home button while pressing the power button. The previous method I had to take a screenshot was to slide the side of my hand against the screen (it was a severe pain in the ass and oftentimes merely scrolled or pressed things instead of taking a screenshot), the way I learned about this method was rubbing my hand along the screen to clean it.
#146
Quote from: NickyNyce on Mon 17/03/2014 16:55:50
Even when it's on fire, we call it a torch.
It's a torch, yes, but when it's lit it's also a lit torch.
#147
I believe there isn't any way of doing this. For now you'll want to look into this as a hack:
Code: ags
Game.SpriteWidth[int slot]   OR   Game.SpriteHeight[int slot]

QuoteIf an invalid sprite slot is supplied, 0 will be returned.

That's all I can think of.
#148
Code: ags
Game.AudioClips[n]

In all honesty, it should've been  audio[n]  to keep with AGS's standard (ie object[n], character[n] etc), but this is the better choice. But since I've brought it up, it would've been nice to have things grouped in a more organized and intuitive convention like: Audio.Clips[n]   or something of that sort.


Has anyone thought of adding a do while loop? Not that it's an important addition (neither was the for loop though), it would just be nice to have.

Anyway nice additions everyone!
#149
Quote from: Ali on Wed 12/03/2014 01:02:14
But isn't the latter very cumbersome? The player has to move their hand a lot more if they're selecting icons from the corner, rather than tapping and flicking in the direction of an action.
If it's a tablet or phone, you have your other hand to press the verbs in the corner, not if you're on a computer bound to one mouse.
#150
Quote from: Baron on Tue 11/03/2014 02:45:15
>Strike regal pose.  You know the one, with chest out and legs splayed.
+1

(Just to avoid the default choice, I'll plus one this)
#151
The Rumpus Room / Re: *Guess the Movie Title*
Sun 09/03/2014 18:00:46
That's who I assumed it was too. I was thinking it was the Taking Lives movie, but I'm not certain.
#152
Quote from: Khris on Sun 09/03/2014 14:38:17
add this within on_mouse_click, after the (button == eMouseLeft) block

It'll be in your global script.
#153
Quote from: Adeel S. Ahmed on Sun 09/03/2014 11:08:17
Once again, my mistake. (laugh). Actually, it's a difference of how the term is used. Here, by refering to CPU, we usually mean the computer system. Not the processor itself.
My father also calls a computer a CPU, his misnaming was breed from ignorance. Actually I've heard several older folks call it a CPU, probably because they're trying to be hip and sound knowledgable, and because of the obvious near potential of it being an acronym of sorts: ComPUter

But I assure you, it is not.
#154
Quote from: Adeel S. Ahmed on Sat 08/03/2014 23:40:40
By opening you cpu, I didn't mean to 'remove' your process from your cpu. I sincerely apologize for that.
You still keep rephrasing it by saying to open the CPU (Central Processing Unit), the processor. I'm sure what you mean to say is "Open your computer case and take a picture of your CPU"
#155
@Bici: Everything everyone mentions should be present in a proper game engine.

Quote from: Snarky on Sat 08/03/2014 20:08:56
But whatever level it's implemented at, I think you want most of this stuff to be pretty stable and standardized, even if it's possible for game makers to modify it. Stuff like "there are characters, there are walkable areas, characters have walkcycles" etc. needs to be integrated quite tightly into the editor, to offer an intuitive and efficient workflow.

  • Every game engine should have characters.
  • Walkcycles, which would be made with the animation editor, would also be required and the direction in which a character moves is indicative of what walkcycle animation they use.
  • Walkable areas would also need to be present in a proper game engine, plus scaling to simulate distance, not only just in sprite size, but in distance the character moves vertically != distance moved horizontally.
  • GUI. Every game needs the ability to have a GUI.

Now what does the standard adventure game have that a "game" with the above standard elements doesn't? Inventory, Verb interactions, Talking, Dialogs. That's all, am I missing anything? And these elements shouldn't be as hardcoded as AGS already makes them.


Am I saying AGS needs to be completely rewritten into a new engine? It wouldn't hurt. With the amount of libraries out there, it shouldn't be hard to get the fundamentals integrated into the newly made engine (or an opensource equivalent).
#156
Quote from: Snarky on Sat 08/03/2014 20:08:56
Quote from: Ryan Timoothy on Sat 08/03/2014 19:18:00I disagree that the goal should be to make an "adventure game" engine, the goal should be to make an easy to use game engine. The adventure part of it is an extended script of what you could do with a proper game engine.

Hey, we're done! Good work, team!
Engine != framework.
#157
Quote from: Radiant on Sat 08/03/2014 19:01:18
This article by Joel Spolsky strikes me as very relevant to the discussion here. It's not that long, and highly recommended!
Quote from: Snarky on Tue 04/03/2014 10:30:21As explained in this classic article.
(laugh)


I do agree that AGS is very primitive, not only in scripting but also in capabilities. All XY coordinates are ints. There's no easy way to do a custom approach to anything that's hardcoded, it would be very nice if the underlining scripting language that makes AGS's custom functions were able to be adjusted within the editor via scripting (ie: if you don't like the say function, adjust it yourself). I disagree that the goal should be to make an "adventure game" engine, the goal should be to make an easy to use game engine. The adventure part of it is an extended script of what you could do with a proper game engine.

Edit: Of course though having a nice animation studio would be very beneficial. A much better version of the view editor, but instead of being limited to just one sprite and the only alterations that can be made is flipping it, you could add as many sprites you want, position them where you want, rotate, stretch, skew, etc. Having a center XY 0,0 position in the middle of the canvas and being able to manage the sprites' locations where you choose instead of it centering based on the sprite width when drawn from a character.
#158
Critics' Lounge / Re: Walkcycle Feedback
Sat 08/03/2014 16:24:14
His movements look a little robotic, the arms especially. I also think that the head bob which angles his head down is inaccurate and makes it look like he's a chicken pecking food, or timid and wants to cower down with each step - almost seems like there's a slouch too.

The biggest thing you could do with his hands to eliminate the robotic look, is tuck the thumb inward having it nearly resting against the underside of the forefinger. Whereas his hand currently looks like it's as flat as it would be laying on a tabletop.

The toon look is fantastic though. I really like it.
#159
Quote from: Gribbler on Wed 05/03/2014 20:37:20
Maybe there's another BTTF movie in the making? A remake or a spin-off?
That's what I had believed.

And of course the video is a hoax, I'm going to assume none of you are that gullible and are just joking around at the obvious marketing gag. I laughed quite a bit watching it.
#160
Quote from: Ponch on Tue 04/03/2014 03:31:23
Razor blade. Carefully cut the remaining tag bit away, flush with the fabric. Any little bit left gets swallowed up in the seam that the tag was sewn into. :cool:
Just buy shirts without a tag. I only buy shirts with the information printed on the shirt itself.
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