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Messages - Ryan Timothy B

#1561
Ahh, there we go.  I know how to prevent it from glitching.

Code: ags

function on_key_press(eKeyCode keycode) 
{
  if (keycode == eKeyF9) 
  {
    int i;
    while (i<1)
    {
      if (test[i]!=null) test[i].Delete();
      i++;
    }
    RestartGame(); // F9
  }
}
#1562
I honestly don't see any issues with fancy particles and shimmering.  I think it's eye candy that is usually worthwhile if not overdone.

Look at The Tales of Bingwood and how when you pick up a new inventory item, little fairy dust particles explode from the inventory item that is added in the inventory bar.  I thought it was a great idea.  The particles didn't dumb down the game by any means.  It just makes things more rewarding than they are.  And old adventure games aren't very rewording at all. 

I am totally down for making adventure games less finicky.  Minimalism in adventure games is something I definitely support.

Just because we know how to play adventure games, doesn't mean today's generation should.  I doubt if my young step brother who is half my age would understand the concepts and controls.  I strongly support an easy learning curve / training room for the first room or two.  Perhaps even with a toggle to turn off the training.


Oh and Terran, I believe it was you who mentioned earlier that you think it's logical to have the Left mouse Walk/Look and Right to Interact.  I actually disagree with that.  I think it's completely backwards that the primary action is in the place of the secondary mouse button.  I would be very frustrated for the first few minutes until I reversed my ways.  You should definitely add the ability to swap the controls in the menu - also swapping the mouse for left/right handed people; which, by the way, is what I will always do for any adventure game I make. 

Don't make your controls only suitable to the way you believe it should be, unless you want people to possibly get frustrated.  This wasn't an attack, I'm just voicing my opinion.
#1563
I have a dynamic array in DynamicSprite format.  This array is created at game start, like so (this example only has 1 for the array size, but the issue occurs with any amount):

Code: ags

DynamicSprite *test[];

function game_start() 
{
  test = new DynamicSprite[1];
  test[0] = DynamicSprite.CreateFromExistingSprite(0);
}


Then I press F9 to restart the game, which recreates the array.  Once I close the game, I get the following error:

Quote
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.20.1099)

Error: DeleteSprite: Attempted to free static sprite X that was not loaded by the script

(X being the sprite number it stored it in; which is irrelevant)
#1564
Hmm.. or it's as simple as Gilbet pointed out.  :P haha



Anyway, you're supposed to have an UseInv action for each inventory item.

Code: ags

function iEmptyWineBottle_UseInv()
{
  if (player.ActiveInventory == iPetrol)
  {
    player.Say("I've added the petrol to the wine bottle.");
    player.LoseInventory(iEmptyWineBottle);
    player.AddInventory(iFullWineBottle);
    player.LoseInventory(iPetrol);
  }
  else if (player.ActiveInventory == iTornCurtain)
  {
    player.Say("I should fill the bottle first.");
  }
}

function iPetrol_UseInv()
{
  if (player.ActiveInventory == iEmptyWineBottle)
  {
    player.Say("I've added the petrol to the wine bottle.");
    player.LoseInventory(iEmptyWineBottle);
    player.LoseInventory(iPetrol);
    player.AddInventory(iFullWineBottle);
  }
}

function iTornCurtain_UseInv()
{
  if (player.ActiveInventory == iEmptyWineBottle)
  {
    player.Say("I should fill the bottle first.");
  }
  else if (player.ActiveInventory == iFullWineBottle)
  {
    player.Say("I've inserted the cloth into the filled wine bottle.");
    player.LoseInventory(iFullWineBottle);
    player.LoseInventory(iTornCurtain);
    player.AddInventory(iWineBomb);
  }
}

function iFullWineBottle_UseInv()
{
  if (player.ActiveInventory == iTornCurtain)
  {
    player.Say("I've inserted the cloth into the filled wine bottle.");
    player.LoseInventory(iFullWineBottle);
    player.LoseInventory(iTornCurtain);
    player.AddInventory(iWineBomb);
  }
}
#1565
Hmm, turns out there are actually 3 games released before 2007 on this list.  Oh well, I can't bring myself to removing them. :P
#1566
To quote myself from a previous thread I posted 8 months ago.  I recommend you to play these games:



Short length games:
Games by Ben304, they're short and fun (in order of production)..
Also..


Medium Length Games:



There probably have been some games that I haven't mentioned since this, but at least it's a good start.  I'm not sure if any of these games have been released before 2007 or not, but if you haven't played them, you should.
#1567
General Discussion / Re: What are you reading?
Tue 06/07/2010 18:34:52
I'm slowly getting around to reading Physics for Game Developers, which I had bought used a few weeks back.

I actually got it so I could improve my programming.  Learn techniques I never knew.  Etc. 
Such a nerd, I am.
#1568
Quote from: Mati256 on Sun 04/07/2010 03:59:26
The solution was pretty logic, but after you have being killed.
That depends I guess on if you had left the hotel before you found the scroll, you'd notice that the thugs search you.

I immediately knew once I found the scroll, that this is what they were searching me for.  So I saved it before leaving the hotel to see what kind of cut scene would take place.  I also knew immediately what I had to do with the scroll to sneak it past the thugs.
#1569
Quote from: Calin Leafshade on Sun 04/07/2010 08:06:03
custom pathfinding to avoid that nasty hiccup in movement around hard corners in the movement area
How'd you manage that?


Anyway, the whole navigation seems to run quite slowly compared to other games.  For instance, sending whole squadrons of men in star craft to the very far corner of a map, they start walking the very instance you click.

Even multiple clicking while they're walking only helps them get a straighter path, it doesn't slow them down and make them stutter.

The straight line walking in AGS is even laggy.


Ultimately it would be cool if the character wouldn't stop walking while it runs the pathfinding, then it alters course without a hiccup.
#1570
Yes, this is very possible.  There are issues that could prevent the player from walking again until the mouse moves once it click again, or until the player stops walking, but the likelihood of the mouse being in the same spot during these, are pretty slim.


Honestly though, I'm not actually suggesting this for a game of my own. I want it for all future AGS games.  I have no idea why I like to multiple click while getting impatient; especially when I know doing so will slow down the character, not speed it up.  I think it has something to do with my beta testing necessity and me knowing it should be a simple fix for AGS, yet it still exists -- as if I'm the only one who does this.
#1571
Is it?  How do I know the destination of the character?
What would happen if the character walks into region which has it automatically walk somewhere else?

I don't know.  I haven't played around with it much, mostly because it's all hard coded, I just know it's very annoying.

And yes, I have no idea why I like to multiple click sometimes.  I usually do it because I start getting impatient and then start multiple clicking, even though I know it does the exact opposite and just slow it down.
#1572
With any AGS game, if you multiple click in the same spot on the screen, the character stops walking, it calculates the navigation area, then starts walking again.

I understand that if the mouse is clicking in a different spot each time that it should still run the navigation algorithm, but why does it need to run it while the mouse is in the same spot and the character is still heading in that direction?  It's kinda redundant.

Basically, if using ProcessClick(mouse.x,mouse.y, eModeWalkto) happens to be the same as the previous click, it shouldn't need to run it again if the character is still moving and heading in that direction.
#1573
I've answered this in your in production thread, didn't know you started a thread in here.  Which is good, because you shouldn't ask tech questions in your production thread.

Here was the answer:

You're supposed to use game.score:
Code: ags

if (game.score>=10) {
  GiveScore(-10);
  cEgo.AddInventory(sp);
} 
else
{
  Display("steam plans cid's:sorry kid, need more gil then that.");
}


GiveScore(int) sets the score.  To get the score you need to check the game variable.
#1574
Or you haven't changed your game resolution and it's running on 320x240 when you had drawn the character for a larger resolution.

If that is the case and you go to change the resolution you'll have to manually import all your sprites and backgrounds again.
#1575
same for me, SookieSock.
#1576
I started playing Broken Sword last week and I must say, that game is immensely boring!  I don't want to hear about what the characters in the game ate for breakfast or what they think of the new government policy, or what they think of the nazi nurse even though she isn't an obstacle.  It's boring and most importantly: pointless.  And ALL of those voice actors had a horribly fake accent which irritates the hell out of me; they also speak verrrrry slowwwwly.

Also, in Broken Sword, once I've exhausted all dialog options I then click on all the inventory items to see what the character says about it.  This basically falls into the same category as what you're thinking of doing here; except that it's with dialog and not inventory items.  I have all these inventory items, I know that asking the desk clerk about the manhole cover tool would be useless, but I do it anyway.  Why?  Because the option is there and I feel as though I've missed something if I don't do it.

I haven't beaten the game yet, but it has gotten to the point that when I enter a new area and see new characters, I almost save the game and quit due to the time consuming boredom of it all.  And I usually don't fall into the evil depths of boredom all that easily.
#1577
I'm not sure which one I played, but I do remember him saying "Where did that come from?", for some reason.

Anyway, the shadow itself seems like a very broken element of the game.  It would have been much better with a different angle of the bar with those two characters sitting in the background instead.  And since you're asking for critique on the overall piece, this is an element I would honestly change.  But you sound like you're already near completion anyway.

That hint basically says he heard something, but doesn't know who or what said it.  Due to the wacky environment this game took place, I would assume it was his own mind and not those people -- unless you actually see them speaking and see the words.

A hint like "What are those two talking about? I need to get closer." would be a sufficient hint I suppose.  Because knowing that you have to walk on the shadow, to me, isn't giving anything away, since it definitely wasn't obvious for me.  It's like knowing that a doorway takes you to another room, or having your mouse highlight when it's over a hotspot.  It definitely doesn't spoil the game.


But hey, with the newest version (if that's the one I haven't played) if you sincerely think it's obvious enough, who am I to tell you how confusing and frustrating it was.
#1578
On the right side bar is "Global Variables".  You create global variables in there and it can be accessed within every script.

And yes, don't worry, this definitely belongs in beginners technical.

And to quote the manual:
QuoteThe Global Variables Editor is pretty self-explanitory. To add a variable, right-click and choose "Add". You can name the variable, and choose its type and initial value. Most of the time you'll probably be using the int and String types. Optionally, you can also set a default value for the variable.
#1579
Well, what I used the GUI to follow the mouse for wasn't text and it had to literally follow the mouse.  All I do is change the visiblity instead of the location if the GUI is off screen.
I posted that just because I figured I'd let the poor guy know that he has a game crashing issue if he leaves it as is.
#1580
About that shadow...
I know that while I played that game, I didn't understand why I couldn't interact with the two people at the bottom of the screen.  I was frustrated.  I'm the kind of player who doesn't walk anywhere unless it takes me somewhere.  But usually only walking if the hotspot, character, etc that I've clicked on, has made the player walk there.

So I could NOT for the life of me figure out what I had to do to progress in the game.  Then Ben tells me "you have to walk in the shadow".  I was actually quite angry and disappointed with myself.

I honestly thought that the shadow meant that the characters are just foreground elements for the time being.
To quote Will Ferrell in Zoolander, "I feel like I'm taking crazy pills!".  Am I the only one who had issues with that?  haha
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