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Messages - Ryan Timothy B

#841
Site & Forum Reports / Re: Forum Restructuring
Thu 19/04/2012 03:48:24
Because it's an Activity. ;)
So technically the Guess a Movie thread should be in there too.
#842
You really ask a lot of advanced questions for someone who's making an RPG; which requires a lot of programming, especially for an "adventure game" engine.

Anyway, check out Steve's Rope Module. You will have to play around with it to do what you want. Like turn gravity upside down for instance to make the rope seem like it's bowing towards to top of the screen.

Problem with his module is that it only draw's to the background. I've attacked this module once and made it take elements from the background and draw it to a dynamic sprite that can be used as an object/character/GUI to sit on top of characters instead of behind them. It didn't take too long for me to do but only IF you know what you're doing.


You really are using the wrong engine for something so beyond AGS's capabilities. Not that it can't be done, you can do nearly anything in AGS. It's just a matter of: how much work are you willing to do and learn to do?
#843
Site & Forum Reports / Re: New AGS Website
Wed 18/04/2012 17:43:49
But there are some games with like 20 people. I believe that's why it was ever suggested in the first place.
#844
Site & Forum Reports / Re: Forum Restructuring
Wed 18/04/2012 02:40:36
Hints and Tips being renamed to Game Hints and Tips? Or is that even necessary?

Oh and I do like the new structuring that Snarky suggested.
#845
Quote from: Dave Gilbert on Sat 14/04/2012 14:32:57
speech(cJack, "Hello, my name is Jack", 475);
Why aren't you using an extender function?

I'd much prefer:
cJack.speech("Hello, my name is Jack", 475);
#846
Site & Forum Reports / Re: Forum Restructuring
Fri 13/04/2012 19:38:14
Quote from: RickJ on Fri 13/04/2012 16:20:21
I think Bug Reports was better of under AGS support as that would be the place to report bugs in the released versions.    Bugs in development versions would more properly be reported in either Engine or Editor  Development.

The way I look at it: a bug in the final released version of the editor is still a development issue.  ;)


Also the AGS Support group is now full of Modules/Plugins or help threads to better assist an AGS scripter.
The AGS Development group is now full of anything related to the editor/engine.

Makes sense to me..
#847
Site & Forum Reports / Re: New AGS Website
Fri 13/04/2012 15:25:33
I believe it's a nonexistent game by Loominous just to make a graphic example of how the front page should look.
#848
Site & Forum Reports / Re: Forum Restructuring
Fri 13/04/2012 15:14:01
Excellent. Thanks.

That's the end of my requests I believe, other than having a new input box with the Bold, Italics, URL, etc buttons to speed things up. Like all the new SMF forums work. Pressing the Bold button would drop this in the box:  [b][/b]
Or highlighting a segment of text and pressing it would encapsulate the text.

But I can't see you playing around with that too much seeing as this whole forum is on one php file. Unless you update the forum completely - which should probably be done anyway.


Edit: Actually I lied.

Something like the Google Code Prettify to enhance how the [code][/code] segments look would be amazing.

Code: ags
Anything looks better than this drab code box
#849
Site & Forum Reports / Re: Forum Restructuring
Fri 13/04/2012 14:20:34
Ooo. I have to mention this because it drives everyone insane.

Let's remove the Text-style spelling completely. Like look at this example. All it does is assume you want You's, etc instead of the letter. Especially when it still does it within a Code segment.

Code: ags
you

you

Actually there is a glitch with it too. When it tries to correct the lowercase "U" into "you", it actually removes the previous character next to it.
#850
Site & Forum Reports / Re: New AGS Website
Fri 13/04/2012 14:11:49
Quote from: tzachs on Fri 13/04/2012 08:16:49
1. Is there a way to not show games with broken images on the front page? It kinda ruins the look.
Actually with AGS Archives already storing people's images and games, why not integrate the two?

I also agree with changing the color of the red text from anyone who is a developer of that game. Maybe bold and black? I'm not sure.
#851
Site & Forum Reports / Re: Forum Restructuring
Fri 13/04/2012 02:27:06
Quote from: Stupot+ on Fri 13/04/2012 00:54:09
@RT - You can collapse any sections that you look at less frequently to make the rest fit on your screen nicely :-)
I check out every board. Collapsing them would only slow me down. ;)


Would it not make more sense for Bug Reports to be grouped with AGS Development. Otherwise I can see people posting in the Bug Reports thread "I was playing Space Pool and there is a ghosting effect after the balls get hit" or "Trilby's Notes crashed!".


Also for the recruitment thread. The new thread for the board's rules should be text along with a link. Example:
---------------------------------------------------------------------------------------------------------------------------------------------------------------
For examples of the Correct Way to Start a Thread, please take a look at the Bovine Intrusion thread at the top of this board.

#852
Yes Monkey, I realize it's on the engine side. This thread was also moved into Editor Development sub-forum after my hopeful suggestion.
I only suggested it to Alan because he's been adding some engine stuff and this should be super trivial compared to the other stuff he has added. Also because there have been suggestions of this becoming the new default AGS.


Quote from: Alan v.Drake on Fri 13/04/2012 00:38:14
  • Object/Hotspot/Character.IsInteractionAvailable(CursorMode) to make Ryan happy
You've indeed made me happy--and I imagine lots of other people as well. ;)  Thanks!  I'll give it a run through soon and then get everyone in the JoI team to start using it.
#853
Site & Forum Reports / Re: Forum Restructuring
Fri 13/04/2012 00:30:24
This caught me off guard at first. For a split second I thought I was in the wrong forum. It's nice though, and I definitely like the recruitment sub-forum.

But now I can only fit half the forum in my screen (that voting thing obviously takes up a lot of space). Is there any chance you could decrease the cell inner padding on the main page to squeeze more in there? It's bloated more than it needs to be.
#854
Hey Alan, I'm only going to post this in this thread since it should theoretically be a super easy function to add to your current version of the AGS editor. And should have been added to the current AGS editor years ago.

The IsInteractionAvailable is quite basic. It only works for X and Y with the mouse Mode.
IsInteractionAvailable(int x, int y, int mode)


Now there is:  InventoryItem.IsInteractionAvailable(CursorMode)

Would you be interested in adding an extender function that works for the rest:
Character.IsInteractionAvailable(CursorMode)
Object.IsInteractionAvailable(CursorMode)
Hotspot.IsInteractionAvailable(CursorMode)
#855
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/04/2012 18:18:07
I doubt it is, but by any chance is it: House II?
#856
Yeah, that's the only solution to add it to every inventory image if you want a crosshair with alpha channels. Or use Calin's alpha blending plugin to merge the crosshair sprite with the inventory sprite for use as the cursor.
#857
Quote from: Vince Twelve on Thu 22/03/2012 17:24:52
A better system of handling might be having some way of the player remembering all the places he's been and being able to choose any item from those places at any time without backtracking to them.  Like a photo album of all the room backgrounds you've seen, allowing you to choose any hotspot within those rooms as a topic of conversation with any character.  Same effect as Resonance, without the backtracking.  But a potentially overwhelming interface as you flip through all the places you've been.

Just as I wrote above but worded much much nicer.   :=

Also I would like to think this method would be much easier to implement than the short term memory. You wouldn't need an icon for every object/hotspot in the room. It would draw the room and the objects in them as a smaller snapshot of the room. Only having blurry and grayed out images for the stuff that you haven't actually examined yourself yet (which can even be scripting by drawing it offset at a light opacity to create the blur - or just pre render it). Since how do you ask someone about something you haven't examined yet.

Like a poster that shows a hint. Or a safe that you have yet to know if it's even locked. Then once it's opened, the photo of that room would show an opened safe. That way you can drag the opened safe to someone for new clues.
#858
Perhaps a memory system as Resonance has is the completely wrong approach then. If the 'room' was the crime scene and you need to interrogate someone about an object in the room. Maybe being able to pull up the whole room, similar to Resonance style, would be best?

If the dresser hasn't been examined yet, the room snapshot shows the dresser as a black and white blur. Because you haven't examined it enough to remember it. Etc.
#859
That's the difference between a casual detective game and a game that requires you to be completely alert and intelligent and terribly patient. Or persistent by going back and forth and adding every item to your memory until you find the right memory.

For a detective game it wouldn't clutter your memory. They are clues that become larger clues. Or clues that have no lead at all and become removed when you discover they have no connection to anything (how that's done, I'm not sure yet).

When you see the odd shaped blood pattern, it adds the memory. Then when you look at the man's gym bag with a red stained bottom, it does not add that in your memory; otherwise the player would automatically know the gym bag is important. The only way you can make the connection is to drag the blood stain memory onto the gym bag and voila, the blood stained gym bag is added into your memory. In following you lose the odd shaped blood stain because it isn't relevant anymore now that you know the connection.

If I see a stab wound on the dead body, I shouldn't have to drag that into my memory. I of course know as the player that a stab wound needs to be investigated to find out who has a knife. Not having me walk around and realize once I see a man with a knife that I actually needed to drag that stab wound into my memory or I can't talk to him.

Edit: I actually remember being stuck in Blackwell Legacy a few times with having the clues right there in my notebook. There were a few times that I didn't know which clue to combine on what, or which to ask about. Having the clues automatically added don't actually solve the puzzles for you. You need to make many connections that slowly lead you to the full picture.

Now I have no issue with being able to add things that don't appear to have any relation to the case/problem into your memory, but into a different miscellaneous category. For instance, you need to get into the victims safe. The combination is in his office. Three sport shirts hanging on the wall with different numbers on them. That's the combination. Now it automatically adding that to your memory would definitely give the clue away, since it isn't obvious that it's a clue.

But in an instance like that, would you even need to add them into your memory? Depends if the safe is automatically opened when you drag the shirts onto it OR if you have to manually turn the knob instead.
#860
QuoteRather like Resonance's Short Term Memory
I agree with Vince that his idea for the short term memory would have been much better suited with a detective game. But I dislike the limitations with his current system (not that I've played the game, just watched the videos). Looking at a broken door should automatically add the memory, then when you are talking to a repair man or something you can ask him about the broken door.

I shouldn't just be able to grab random items like a chair and such and drag it into the short term memory. At least that is how it looked on a few of the videos, perhaps I'm wrong and it automatically gets added to the long term? I do like the idea of being in control of what you add to your memory, but it leads to walking back and fourth going "damn, I forgot to add that broken door to my short term memory".

A little hand holding by automatically adding things that are or possibly are important to the case into your memory system would be the best solution, otherwise you're running back and forth to go back to the murder investigation to add the odd shaped blood pattern into your short term memory so you can compare it with something that belongs to the accused.
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