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Messages - Ryan Timothy B

#2101
Nah, I'm not going to make a post apocalypse Christmas game.  The rules didn't fit my already thought out Christmas storyline.  So I'm hoping to just make a Christmas game that isn't a mags.  We'll see how that turns out. :P
#2102
I did, but then the damn thing ate my last blue cup.  How many cups does the AGS Mr. Fusion require to make a simple game?  Jeeze...
#2103
QuoteI don't know which I dislike more, the fact that Europeans feel that way about us, or the fact that so many of my countrymen must have been bumbling idiots in a public way for this to have become the norm...

I hope that it isn't that way with Canadians. :P
I actually remember hearing my old teacher way back in high school, would tell us that Americans would stitch a Canadian flag to their backpacks and whatnot just so they could be treated with respect when traveling over seas.  I wonder if that is true.
#2104
Critics' Lounge / Re: Village Hall - Iso
Wed 02/12/2009 21:54:09
The color choice and added detail is obviously a huge improvement.
#2105
In the GUI viewable editor, click on the inventory box itself.  In the editor pane (the bottom of the side bar), you'll see ItemWidth and ItemHeight.
#2106
Excellent game.  I really liked the black and white look.  Voice acting was top notch.  I didn't hear any room noise, or a single pop of the mic as someone blows into it as they speak.  Great work.

My computer had zero problems with the visual effects.  Which I liked (other than the puddles not appearing until After the room faded in)
I also had the audio glitching/repeating between scenes like GG had mentioned.  Every door that I opened, and the music in the end credits.  It's a shame, because I enjoyed the ending music.  If your end credits on your next game are objects instead, it'll sort out that audio glitch.

Looking forward to episode 2.
#2107
Congrats Abstauber.

I was hoping to wake up this morning to see the December competition start.  Since it's December, the deadline is usually the 20th--due to Christmas disrupting our regular lives.  Pretty soon the December competition will turn into an TRTW competition (two room, two week).  ;D  For me, being laid off and all, it's a perfect time to work on a game.
#2108
I've heard of both Blender and Maya (and I've seen Maya in action), just haven't ever heard that Blender is better.

Anyway, I was bored today and wanted to make my first Zbrush dude.  I copied Simon's idea of a squid, the guy from the Pixologic website.  I didn't make it to copy him, I made it to experiment and learn.  And figured a squid with multiple tentacles would be the best place to start. :P

Here's my odd looking squid thing: http://www.bryvis.com/entertainment/other/agsf/first_zbrush.png
(Pretty lame, but good for a first real go at Zbrush-I'd say.  Took me an hour to make those eyeballs, and they suck! haha)

It's too bad there aren't any animation programs that you can create characters as easily as you can in Zbrush, and animate the limbs as easily as you can move Zspheres (but obviously with limb length limits).  At least I've never heard/seen of it.
#2109
Quote
Sprites:
o It would be nice to have a "Reimport Sprite(s)" command which
  simply reloaded the selected sprites from the filename stored in
  the SourceFile property. This allows to edit multiple sprites
  with an external editor and then updating them in AGS without
  having to browse to each (in my case I was generating *lots* of
  frames for animations from a 3D source and I found it to be less
  painful to simply delete the old sprites and recreate the
  animation loops than try to replace the sprites from file).

GUI:
o This could do with a "grid" for placing components or at least a small
  delay after a click before it can be moved. I routinely moved GUI elements
  by accident for 1 pixel when I just wanted to select them.

I completely support these two suggestions. 

I move the GUI controls all the time too.  I also use the time consuming drop down menu just to avoid accidentally moving them :P.  Perhaps if a GUI control isn't selected, you shouldn't be able to move it on your first click.  The first click should be for selecting the control, second click and hold should be for moving it.  Or just the tiny delay on the first click would do.

Perhaps also adding the ability to align the GUI control X and Y coordinates with the arrow keys.  I know I'd like this feature (I'm always playing with tiny GUI buttons and having to place them exactly--arrow keys would be much easier than subtracting/adding from the editor pane).
#2110
Anian:  Anim8or seems pretty easy to use, but almost too simple. I don't think I'll be giving this one a go.

Synthetique: I don't think I've even heard of Zbrush.  It looks awesome, also quite simple to use.  I checked out every picture they had to promote the program (which there are hundreds and hundreds of images).  I'll definitely be downloading this to see if I like it or not.

Thanks.
#2111
I'm not sure why you'd want to intentionally crash AGS.  If it's for a game, I would find it quite annoying and/or unprofessional.  But I imagine you have your reasons...
#2112
I don't believe this question warrants it's own thread, since I imagine there are only a hand full of applications that fit my needs.  So I figured I'd ask here.

What is a VERY EASY 3D Character Modeling Program? (Free or not)
I plan on making a few characters with basic detail, nothing too extreme.  Basic shadows, and texture mapping is all I need.  I don't have a lot of 3D experience.  The only 3D programs I've really played with are: Halflife Hammer editor, Rhinoceros 3D (a little), and Google Sketch.  I've never really touched any complex shapes much beyond rectangles, cylinders, etc.

Here's an image I found with pretty much the size and simplicity of a character I hope to create:

And if I had to touch up the frames in Photoshop, so be it.  I pretty much just need something that I can easily create walk cycles, or action scenes with.  It more than likely won't be limited to the Human skeleton, probably some funky aliens too.

It would be really cool if there was an ability to save the camera coordinates so that all the characters are on the same viewing angle.
Also I'm not 3D stupid, just inexperienced.  If it's an easy, worthwhile program, I wouldn't mind spending the time it takes to learn it.

(It's for my super secret project--and no, I'm not making some kind of warcraft or oblivion type game, even though the image resembles them)  ;D
#2113
Critics' Lounge / Re: Critic on a font
Thu 26/11/2009 07:18:57
That doesn't make it very convenient for us. :P  I believe your image host is only resizing the image because you've slapped 6 different screens in one image (the total width and height is probably limited by your image host--therefor resizes your image).

Edit: actually reading your earlier posts, you almost seem confused by what we mean.  If not, I'm sorry for misunderstanding.  But the image that you're trying to get us to look at is 538 wide.  Not divisible by 320 (even with those windows side borders adding more).  Which means your image host has down sized the image you uploaded.
#2114
I use return statements often (although I forgot to post the 'return false' in my segment of code).  I'm very familiar with the way they work, I just got super confused with Monkey's post.  I just couldn't wrap my head around how, ack(3, 3)  would result in 61.  But now that I've taken a fresh look at it (I just took a nap, lol), I understand.

I didn't notice his last line which returns a function call, and a function call within that function call.  Pretty much a huge tangle of function calls (until m results in zero).  Now it seems pretty obvious to me, and I feel silly for being confused earlier.  Thanks anyway. :P
#2115
I'm having a hard time understanding this exactly.. I didn't know a function's return could be used in this fashion.

I thought calling return would return the value it was told to return, and stop the function in it's tracks from that moment on.

Like for example:
Code: ags

function odd(int i)
{
  if (i%2==1) return true;
  //I thought it wouldn't run anything past this, IF the return was called.
}


Calling like this:
Code: ags
if (odd(21)) //etc


Wouldn't that stop the function the moment return was called, and return true (since 21 is odd)?  Perhaps I've been understanding the return command incorrectly. 
Put me back on the right track here. :P
#2116
I believe I remember hearing that, that code is hard coded in AGS.  To translate it, you'll need to create your own "Are you sure you want to quit" GUI menu.  You'd have to call up the question GUI whenever the exit button is pressed (or whenever CTRL+Q is pressed)

if (keycode == eKeyCtrlQ) gExit_gui.visible=true;

Then when they click the yes button, have this:  QuitGame(0);

The Exit GUI should also pause the game when it's visible.

EDIT:  QuitGame(1);  -- Calls up the default quit menu.  and   QuitGame(0);   just quits the game without asking.
#2117
I'd say it's a mixture between american and british.
It almost sounds american ('normal' american--as you'd hear a hollywood actor speak), but then the british soaks through. :P 
I'm Canadian.

The line "I have a new band", you can really hear the british.  Mostly because the D was completely missed.  But the rest aren't too bad.

Now that I think about it, with the last two lines ('compass point', and 'maybe I should just go'), I'd say you almost sound like a native indian.

Anyway, I must say that I do like your voice.  It's got this professional quality to it.
#2118
Critics' Lounge / Re: Critic on a font
Wed 25/11/2009 14:44:57
Isn't that photobucket shrinking the image?  But yes. Very hard to read due to the blur of the resize.
#2119
Since I bought my new laptop, after running my game through the editor for about 30 seconds, my graphics fail.  I get a black screen for about 5 +/- seconds, then everything is back to normal and this message pops up:


Has anyone else been getting this?


The only time it happens (that I've witnessed) is when I'm running an AGS game through the editor. 
If I compile the game I don't notice it happen, nor has it happened with other AGS games.

I've searched a few forums and they are guessing it's an Nvidia glitch with Windows 7 and Vista that they haven't corrected yet with their drivers.  Pain in the arse.

Also, when I make a 16-color game and play it in a window, Windows 7 reverts to the basic graphics style (no transparency, or shadows, etc).  So now I will only make games in 32 color for that reason alone.

I realize this technically isn't really an AGS issue, but I find it odd that the drivers fail every time I test my game through the editor, but not when I compile it.  So I'm posting this on these forums for that reason alone.

My AGS graphics are 1024x768 and 32 bit (also happens with 800x600).  Running with DirectDraw because I find that Direct3d is too slow with all the rawdrawing I'm doing.
And just for shits and giggles, my graphics card is an Nvidia GeForce GT 230M (with the latest drivers).
#2120
QuoteHe's not a slacker either he's a genius!
Well I guess that explains the man purse. :P


(I'm kidding, I kinda like the idea of an inventory bag)
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