Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ryan Timothy B

#2121
Well, Ben There, Dan That! had some pretty crazy epileptic like walk cycles, and I thought they were funny. :P
#2122
I definitely like the new lighter one.

I was just playing around, seeing if I could prevent the building from looking so boxed in.  I have nothing but time on my hands, so if you like it or not I won't be hurt. :P




I tried swapping the one light post to the side.  I don't know if I'd like it, but I'll post it anyway.
#2123
Well, I've been laid off for the past month and I've had lots of time with AGS. :P

I notice if I'm programming, and it's something I'm having issues with, the solution usually doesn't come to me while I sit there trying to force out the answer.  I also can't have people talking in the background, or it totally destroys my concentration.

Actually my last programming issue, I had solved it in notepad.  Which I've never done before.  I was sick of writing a few functions in AGS to find out I wasn't thinking ahead about what needed, which I ended up deleting all the script I'd written.  So I wrote the entire thing in notepad.  Perhaps knowing that I couldn't try to run the game (since I was doing it in notepad), helped me focus more on what I was doing and needed to do rather than will this work.

As for actually using AGS for making Adventure games... well I haven't a clue.  I've never actually finished an Adventure game yet, so I can't tell you what works for me.  But I've worked on quite a few non-adventure games which remained on my hard drive for no one to see. :P
#2124
I believe he's referring to the red/pink bricks above Alice's Bar.  I'm not too fond of that color either.

I like the new cobblestone look, its very nice.  Is there a chance you could lower the darkness of the cobblestone cracks?  It can be pretty distracting.

Also, with the detail you have on the car, street, and bricks, it makes the door to Alice's Bar look very flat colored and cartoony.  Just doesn't match the rest of the scene.
edit: also the sidewalk is flat colored too
#2125
I had a feeling they were supposed to be interlocking brick / cobblestone, but it definitely looks like asphalt cut into small squares.

One reason why yours doesn't look like your picture example, would be that they are all squares and none of them are 'interlocking'.  They're all side by side.
The other reason would probably be cause you don't have a highlight on the top edge of the brick, you have street lights against the building, the curved edge facing the lights should be brighter. (not so much on the ones that are closest to the lights, but the ones further away, closer to the camera)
#2126
The road is asphalt tiles? lol
Either way, I like both images.  Just not liking those road tiles too much, it's an eyesore too.
#2127
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 10:15:40
I know.  I was just being a dink. :P
#2128
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 06:51:52
Scarab, are you saying happy birthday to: Wavy, Gray Hair? lol

;) ;D
#2129
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 02:03:42
Happy birthday to the guy who has stolen all boredom from me by giving me a friendly forum and a great program, which I probably spend way too much time on. :)
#2130
General Discussion / Re: Great idea
Thu 19/11/2009 11:03:12
Also when you post in the recruit a team thread, most people when asking for help for a game such as this, always leave out on the details.  I'm aware you've got a super secret storyline that you want to stay secret until the game is made, which is fine, but at least tempt the artists out there by saying what kind of art style they'll be doing.

Tell us what kind of setting or genre.  Is it Sci-fi?  Is it fantasy?  Will the artist be drawing space ships and metal corridors, or will the artist be drawing wooden huts and hay?  Will the artist being doing All the work, or do you just need a background or character artist?  Etc.

It's harder to get someone interested if they have to ask this information for themselves.  :P  This wasn't directed at you mainly, most people on these forums requesting for help also seem to be vague on the details.

Also, welcome to the forum. :)
#2131
If you declare a variable at the top of the global script, it's accessible throughout the entire global script.  I'm not sure why you import it in the script header.

BUT.. from what you just said there, you're switching tabs (going from the script to the header), therefor, it doesn't add to the autocomplete without switching tabs.  Unless I understand you incorrectly.
#2132
Critics' Lounge / Re: Obese surgeon...
Wed 18/11/2009 22:07:28
A good tutorial on shading, for this type of artwork, would be something like this: http://www.natomic.com/hosted/marks/mpat/shading.html

The original image has an almost... pillow shading look to it.  I think that's the main reason it looks so flat.  Even victor's edit could use a little darker shades, I believe.
#2133
Are you using AGS 3.2 (or even this RC 2 beta, like I am)?
Because no matter what I do for declaring a variable, it doesn't update the autocomplete list without switching tabs.  Curious, why would it work for you and not I?
I even tried it in a room script, and it still doesn't work without switching tabs.
#2134
Nope.  It doesn't add itself to the quick-list the moment you declare it.  Give it a shot.
The only way I know, is to do what I said above. 
It doesn't even add it to the quick-list if you run the game.
#2135
I have a question to whomever can answer this.
When you declare a new variable/function/etc, is there a quick key to add any script adjustment to the typing assistant? 

One way I know, is to click on another opened document within AGS (a script, or the sprite manager, etc), and go back to the script you were working on.  Is there a quick key to do this (semicolon would be the most logical)?
#2136
General Discussion / Re: StarCraft anyone?
Tue 17/11/2009 22:44:07
Akatosh, I had issues receiving the activation email as well, turns out Hotmail seems to toss it in the junk folder.
#2137
Your main issue is perspective.


You can still ignore perspective if you know how to do it right, which this attempt was done wrong (if the skewed perspective was done on purpose).  Take a look at a DOTT screenshot:


Also you should be drawing at a smaller resolution.  If you drew with a smaller resolution, you wouldn't have all this empty space, if you had the same size characters.
#2138
I would rather see the world spending money on something that will make money and advance our species.  Sure, an asteroid prevention program will give lots of people work in the meantime, and it could possibly save humanity.  But I'd rather see space ships going to the moon to mine, this space elevator (if it's possible to do) or something equally as rewarding, rather than to see billions spent on a possible prevention--which may never be needed.

Anyway, I'm not saying there isn't a chance a massive asteroid will head our way, I just don't want money and resources wasted on a possibility.  We can't learn to leap, if we're hiding in a shell.
#2139
I noticed your enemy ships just Appear right on the top of the screen.  Why not make them appear above the edge of the screen and move down.  You can use drawimage even if the rectangle boundaries of that image is off the drawing surface (eg: y==-10).  
I've done it plenty of times without AGS giving any errors.  It must be calculated in the drawimage function within AGS.




Also one thing you're doing that seems a little backwards is how you determine which number the new bullet should spawn as.  Your code here:
Code: ags
while(x<=199){//the array has I'm checking has 200 places. it was a random number without thought tbh.


What I do to prevent having to run this while statement, is I have an integer of How many bullets are on the screen.  Whenever you want to add a bullet you just do this instead:

Code: ags

  if (Mouse.IsButtonDown(eMouseLeft)==1)
  {
    if (BulletCount<200) //checks to see if you aren't at max
    { 
      PlaySound(1); //pewpew sound
      bullet[BulletCount].x = mouse.x+8+Random(18);  //to get the gatling effect I put in a bit of random X position
      bullet[BulletCount].y = 185;  //his Y start position
      bullet[BulletCount].a = Random(2)-1;  //random angle at which the bullet will fly
      BulletCount++;  //you add the number After you assign it to the Array. That way 1 will be 0 on the array.
    }
  }


Then to see if a Bullet needs to be removed you'd have to run a while loop in the rep_ex (also in this while loop you should also cross check if the bullet in question is touching an enemy ship, that way you aren't wasting a while loop):

Code: ags

int i;
while [i<BulletCount] 
{
  if (bullet[i].y<0) //remove the bullet  OR  if this bullet has touched an enemy ship.
  {
    bullet[i].x=bullet[BulletCount].x;  //this replaces the current bullet with the Last bullet in the array.
    bullet[i].y=bullet[BulletCount].y;
    bullet[i].a=bullet[BulletCount].a;
    BulletCount--;
    i--; //so this number gets ran again
  }
  i++;
}


I wrote this all in here, so I hope there aren't any issues.
This is how I do it, just to prevent any unnecessary while loops, and to maximize cpu efficiency.
#2140
AGS Games in Production / Re: The Cat Lady
Mon 16/11/2009 07:41:16
Too bad I don't get nightmares anymore.  They can be great inspiration.

Oh and btw, I thought you were doing Morse code with those dots there.  Like a hidden message, but all you wrote was: I S H S E E H I E.  :P  The randomness means nothing to me.  ;D
SMF spam blocked by CleanTalk