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Messages - Ryan Timothy B

#361
mmmm... pie...
#362
The Rumpus Room / Re: *Guess the Movie Title*
Mon 08/07/2013 16:56:14
Why does it look like a man is going to eat a woman's hand, and she's smiling?
#363
I'm pretty sure AGS changes the color in the sprite of "top-left corner" etc, to COLOR_TRANSPARENT. Or that wasn't your question.
#364
I've never been to B.C., but that's probably why Mite hasn't seen it since he was a child, since it's likely very Americanized over there. Poly bags are so much better for the environment than giant thick plastic jugs.

Do you actually order in Timmies coffee? I actually prefer McDonald's coffee now that they started selling it and trying to compete with Tim's.

And I badly need to finish playing this game. I got pretty far with it but never got around to completing it. So far it's quite hilarious.
#365
I encountered the same bug. I got the feather, then rang the doorbell, then noticed the part laying on the ground.

It was fun overall for such a quick game. Google is awesome.
#366
With there being so many votes in every direction of the spectrum, perhaps after voting is finished having a final vote on the top 5? Of course it's up to you though, I don't mind the highest chosen to be the winner.
#367
Quote from: cat on Sun 07/07/2013 15:35:18
Speaking of voting, does anyone know a good site to make a poll?
I've seen Mods use the forum's integrated polls. Just talk to a global mod or the 2 competition thread mods: Iceboty, Ali.
#368
I couldn't vote on just one, so here's my two votes:

Gradient #3
  &&
Dark Splashes #1
#369
Quote from: Armageddon on Sat 06/07/2013 04:10:12
It's probably for the best Ponch, since you have such a distinct style everyone would vote for your game. (and the boobs within)
What? I thought we all agreed not to vote for his games?  (laugh)
#370
Have you tried  Build > Rebuild All Files? It might do the trick perhaps.
#371
Editor for trying to shove C# into it and having it debug/autocorrect. But yes, I mostly meant both.
#372
I prefer the right one. Looks the least goofy and quite real for such a low pixel sprite.

Quote from: Monsieur OUXX on Fri 05/07/2013 23:03:05
Damn, in moments like this I wish I could swap bodies with ProgZmax. I'd do it in his sleep, he'd never notice.
I know. I've always been jealous of his abilities.
#373
Quote from: Vince Twelve on Fri 05/07/2013 15:30:06
Here's my follow up to Resonance in its current form:
I'm wondering what kind of things you write on these notes. I've been looking at making a large project and want a nice way to organize it visually.

I'd love to see you start a GenGen thread on how you organize your project. I'm really curious, especially since you've actually finished a large scale project, it obviously works well for you.
#374
Quote from: monkey_05_06 on Fri 05/07/2013 19:30:19
No need to enter into Ryan Timothy's ideal police state of total censorship.
I do. I'm not saying we block them from posts, just avatars and signatures. These are the things every bastard has to load each time, why make us have to load your GIF/PNGs each and every time - I'm assuming a PHP referred image doesn't get cached.

And I agree. There seriously is something wrong with you. I miss the old pleasurable Monkey. I used to read a ton of your posts and threads from before I even joined the forums.

You whined you aren't making an impact in the way that you wanted, so now you're trying to make an impact by being an ass.
#375
Quote from: Lt. Smash on Fri 05/07/2013 18:12:47
If you are really willing to do it, then the fastest and most convenient way will be to rewrite the engine from scratch. Completely forget about backwards compatibility. This way you can write it like you are used to it and there are no limitations.
Before I got distracted with Unity again, this was actually something I was very close to seeing if I could attempt. I was looking into adding onto the MonoDevelop source code, or something similar, to be the backbone of the Editor. It would certainly be the easiest approach for me because I wouldn't want to deal with AGS editor code and the whole backwards compatibility nonsense, and especially AGS script - why reinvent the wheel. I even had a potential name picked out. Entertainment Studio (ES).

Anyway, this thread isn't about creating your own AGS but I couldn't help but comment.

As for releasing a version with potential issues, I'm not exactly keen on that idea. If you feel it's possibly broken you shouldn't feel pressured into releasing it.
#376
Quote from: Mods on Fri 05/07/2013 01:21:48
LOL, sure, the monitors, but other than that... How?
You'd have to be absolutely batty if you were to create a high budget commercial game with AGS. Wadjet Eye is acceptable; it's smallish budget, not overly overly popular. But even in that case, I'd still be looking at other means to create my Adventure games.

AGS surely makes the road less arduous with the Editor side UI (Views, GUIs, Sprites, etc) but it isn't exactly professional grade. Just ask Dave how many emails he gets on a regular basis of his games not running properly on certain systems. Now imagine that times 30 or more.

Not many things in this underdevelopment Double Fine adventure would be possible in AGS. The majority of animations look like texture rotation and combining for limbs/torso (I only saw the quick trailer, so I couldn't be sure on the separate layers). Zooming of the viewport. Shaders. Etc. If it were made in AGS, they'd have to rewrite the majority of the engine.

And don't get me started on how much fun the scripters would have with AGS script.

Also yes, I still believe $3 million is a massively generous budget for that style of game. But I'm not exactly a studio with dozens of employees.
#377
This one is easy.  :-D

Code: ags
function noloopcheck DrawBlock(int xfrom, int yfrom, int xto, int yto) {
  // etc
}

Or rather putting it on the function that exceeds 150k loops.
#378
The reason anyone would argue that it's useful to see the Index before compile is, simply and only, that they aren't an adept programmer; which, granted, is the majority of AGS users. Or they're being lazy. Since scripters have visible access to this index before compile, it allows them to possibly make faulty code (unless they were amazing and never deleted a single Object - which is likely super rare; or were clever enough to backtrack to all their code pointing to that specific index and renumber them).

There are numerous ways to store special Objects instead of relying on the visible Index - without having the Index A to B scripting method. With the index being visible to all, it only teaches people to rely on it and therefor become be a problematic scripter.

Properties is one method (although currently it's still read-only, but Crimson is doing a fantastic job at tweaking the engine). With that you could assign a boolean to every Object that is given this special treatment. But of course with this method you need to iterate through each and every character to find the ones with that property. Snarky's comment on that matter was quite moot as a deterrent, as iterating through 30-40 characters (likely to be the max in the majority of games) wouldn't show you any signs of slowdown.

Other methods being a dynamic array which holds each special Object. One basic solution being this (warning: typed in browser):
Code: ags
Character* specialCharacter[];
int specialCharacterCount;

void SpecialCharacter_Add(Character* specialCharacter) {
  z_specialCharacter[];
  if (specialCharacterCount > 0) z_specialCharacter = new Character[specialCharacterCount];
  specialCharacter = new Character[specialCharacterCount + 1];
  if (specialCharacterCount > 0) {
    int i;
    while (i < specialCharacterCount) {
      specialCharacter[i] = z_specialCharacter[i];
      i++;
    }
  }
  specialCharacter[specialCharacterCount] = specialCharacter;
  specialCharacterCount++;
}

void SpecialCharacters_ChangeRoom(int room) {
  int i;
  while (i < specialCharacterCount) {
    specialCharacter[i].ChangeRoom(room);
    i++;
  }
}

void SpecialCharacter_Remove(Character* removeCharacter) {
  int i;
  while (i < specialCharacterCount) {
    if (specialCharacter[i] == removeCharacter) {
      specialCharacterCount--;
      specialCharacter[i] = specialCharacter[specialCharacterCount];
      return;
    }
    i++;
  }
}

// called when the game starts, before the first room is loaded
function game_start() 
{
  SpecialCharacter_Add(player);    // Add a character to the special character custom List
  SpecialCharacters_ChangeRoom(player.Room);    // Change the room of ALL the special characters
  SpecialCharacter_Remove(player);    // Remove character from the special character List
}


Of course with the ability to have custom struct pointers and ArrayLists, or other fun stuff, something like this would be less than a dozen lines of code.
#379
Alright. I just assumed there was a separate script for the profile editing. If php, return form with an error.

I haven't had any issues with his avatar, but obviously many others are.
#380
Quote from: scab on Tue 02/07/2013 21:41:00
in the tutorial I used, he said you can just use dialog comand for dialog.. Probably an old version..
What tutorial did you use? Was it linked to the forum? Only asking because if it is we should probably unlink that tutorial.
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