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Messages - Ryan Timothy B

#861
AGS isn't exactly robust enough for something this complex. Don't get me wrong, it can be done, it's just not as elegant. You'd have to create a struct for each character in the game that addresses all the possible clues, hints, current knowledge etc. Then with a universal struct for common things that are shared with every character, like stress, mood, etc.

Then depending on the hints and such that you can gather from looking at a photograph, or a doorknob, etc. you may need to make individual structs for each of those as well.

I would definitely prefer to tackle a game like this with C# style scripting instead of AGS script. But doing so would require writing all your own functions that AGS already takes care of for you.
#862
Quote from: Snarky on Thu 15/03/2012 16:06:32
You're forgetting that Kickstarter takes 5% and Amazon another 5%.

Right. I forgot about everyone's cut.

You brought up some fair points. Although it already looks like they have an office and appropriate furnishings and equipment. As for property costs and taxes, that's likely already covered by the earnings of games they've already completed and released. But even assuming it's not, they're still looking quite good at the moment. You couldn't make Gears of War with that budget, but you could easily make a Monkey Island type adventure game with updated graphics.
#863
I do have to argue that 3.4 million is actually a gigantic budget for a game like this. Assuming they work on the game for 2 years with full time employees. Even at an above average salary per year of $100k per employee (subtracting $200k for the documentary and $200k for voice actors), that could easily employ 15 people for two years.

This of course doesn't include advertising or anything of the sort, but this game was already talked about quite a bit before it was ever even started. I'm sure it will get quite a few heads turned the moment it finally gets released.
#864
How old are you Ig?
#865
Come on Calin, learn to appreciate a good ol' belt sander joke.  :=

But I know what you meant to type instead:

Worst Thread Ever
#866
Quote from: ig299 on Fri 09/03/2012 03:47:33
but how are you gonna sand the files

Possibly with a belt sander. Some of the audio clips can be pretty rough.
#867
The Rumpus Room / Re: *Guess the Movie Title*
Thu 08/03/2012 03:00:22
You could have just posted a new image after the second day or something instead of waiting for two weeks and just giving out the answer (youtube).
#868
General Discussion / Re: AGS backup forum
Wed 07/03/2012 10:16:35
Don't worry about it. It's a backup forum for a forum that might go down once every month or two. It's a grand gesture but it's going to separate any thread that is created or replies it receives during the downtime from the real forum.
#869
After programming for Journey of Iesir, I've realized how limited AGS really is. Not to sound like I'm bashing it, but they are definitely better off using a more professional engine that doesn't limit nearly everything they want to do, or simply just program the whole game from scratch.
#870
The Rumpus Room / Re: The bump topic!
Wed 07/03/2012 00:27:01
Perhaps threads like these are what's helping cause the massive slowdown of the forums. Perhaps it should be renamed to The Lock Topic. ;)
#871
General Discussion / Re: AGS backup forum
Tue 06/03/2012 02:49:34
We also need a backup AGS. Can you start working on that too?
:=
#872
General Discussion / Re: *ahem*
Tue 06/03/2012 02:44:28
The perspective looks a little tight on the middle one, but overall it's a very nice and clean style that would look fantastic in a game - get to work. ;)

Welcome back.
#873
Exactly why we keep bringing it up to you! It's so damn obvious you can't see it.

Your code wasn't:

Code: ags

int damage = Random(5);

if (damage == 0) MonsterHealth -= 41;
else if (damage == 1) MonsterHealth -= 22;
else if (damage == 2) MonsterHealth -= 76;
//etc


If that was the case we would have completely ignored it. But you're simply subtracting a random number plus one from the health of the monster. We're not trying to say the lines of code are exactly the same, they achieve the exact SAME results. Seriously. Get out a piece of paper and start crossing this off.

MonsterHealth -= Random(5) + 1;

If the random was 0, you'd be subtracting 1 from MonsterHealth.
If the random was 1, you'd be subtracting 2 from MonsterHealth.
If the random was 2, you'd be subtracting 3 from MonsterHealth.
If the random was 3, you'd be subtracting 4 from MonsterHealth.
If the random was 4, you'd be subtracting 5 from MonsterHealth.
If the random was 5, you'd be subtracting 6 from MonsterHealth.

You weren't subtracting a random number from MonsterHealth. You were subtracting Random + 1. Simple algebra.
Spend an hour staring at your code until the light suddenly comes on. If it doesn't, then I strongly suggest that programming isn't for you.
#874
Quote from: GrimReapYou on Thu 01/03/2012 17:06:55
You know i've tried to have patience and compassion with you people, you overlooked some of my mistakes in the past, but it seems all you can do is ridicule my work and tell me how shitty it is instead of providing genuine help.

Dude, what are you talking about? You're showing us a gigantic mess of code and asking us to better improve your battle script. How is it that once we point out a few mistakes or things you could improve with your code to better help you it's suddenly a bad thing?

The only reason the monster health code was brought up several times because you completely went psycho and told Khris he was dead wrong and doesn't know what he's talking about. "Tried and tested" = Bull.


Let's reverse this situation a little. If someone had posted a background in the Critics Lounge and you commented on it telling the person that they need to learn perspective because the background at the moment has issues. Then this person barks back at you telling you that you're delusional and not as smart as he/she once thought you were, even though it's glaringly obvious to you that he's wrong and the background does indeed have issues.


This is exactly what you're doing to us:

You: Hey guys, I need help adding 2 and 5 together
Us: 5 + 2 = 7
You: You're wrong! I've tried and tested it! I'm tired of asking for your help if all you're going to do is poke ridicule at my work instead of providing genuine help.

Umm.. what?


edit:
QuoteYou just cant accept being wrong lol, which you are, your scientific mind just cant comprehend it its really funny.
When a line produces a diffrent number, it is NOT the same, its a diffrent number, i think pre-schoolers could understand that.
Okay now I'm really confused with you. You're either a troll who is just pissing around with us, or you simply can't understand it and think we're the idiots.
#875
Code: ags
 int dmg = Random(5);

if (dmg == 0)  monsterz -= 1;
else if (dmg == 1) monsterz -= 2;
else if (dmg == 2) monsterz -= 3;
else if (dmg == 3) monsterz -= 4;
else if (dmg == 4) monsterz -= 5;
else if (dmg == 5) monsterz -= 6;


                \/
Code: ags
  int dmg = Random(5);
  monsterz -= dmg + 1;


Quote from: GrimReapYou on Thu 01/03/2012 02:35:45
Those 6 lines aren't doing the exact same thing six times, its taking 6 different random amounts of damage, "dmg" is not damage, its simply an int for a random number that has absolutely no effect on "damage" which is "monsterz".
tried and tested.

What are you seriously going on about? Khris is 100% correct that your code above is exactly the same as his code. Let me walk you through this...


You're using Constant numbers. Meaning they never change. Making the number you're subtracting by is dmg + 1 each line of code.
Do you not see the recurring pattern above?

int Damage = Random(5)

       If Damage == 0  then   subtract 1 from monsterz       // monsterz -= Damage + 1
else If Damage == 1  then   subtract 2 from monsterz       // monsterz -= Damage + 1
else If Damage == 2  then   subtract 3 from monsterz       // monsterz -= Damage + 1
else If Damage == 3  then   subtract 4 from monsterz       // monsterz -= Damage + 1
else If Damage == 4  then   subtract 5 from monsterz       // monsterz -= Damage + 1
else If Damage == 5  then   subtract 6 from monsterz       // monsterz -= Damage + 1

Therefore, if all of these lines are  monsterz -= Damage + 1

Making this line of code exactly the same as all these lines above:
Code: ags
monsterz -= Random(5) + 1;



Calm down the hostility and constantly trying to make us, the people helping you, look like the bad guys because you can't understand simple logic and math.
#876
I don't know anything about Abstauber's module but I do know what your error message is telling you.

If you have a struct and want to have a function work for that struct you import it into the struct (or an extender method).

Code: ags

struct CustomDialogGui
{
  //some variables are defined here
  
  import init(); //this is where it imports that function you're describing
};


If you've removed the line "import init();" or renamed it, your error message would be: 'CustomDialogGui' does not contain a function for init


This function:
Code: ags

function CustomDialogGui::init() 
{
  //etc..
}


Means that this function belongs within the struct CustomDialogGui. Hence the CustomDialogGui::init

The function works like so
customDialogGui.init();


Basically just like all the Character.Say  Character.Walk  functions that come with AGS. These are all functions within the Character struct.
#877
Hey, if they make a game even half as good as I enjoyed Monkey Island as a kid, it's worth the $30. Heck, even the nostalgia alone that I have for that game is worth what I've pledged. The game they make now will just be a bonus.
#878
Unfortunately AGS is very limited in this manner. It can only access elements from scripts placed above the current script that is calling it. Same with functions. But every Room script can access any 'global' function from any of the global scripts.

Any function in the scripts that would need to be called in Room scripts or any scripts below it, would need to be imported into the Header script.

Header script:
Code: ags

import function Whatever();


Code: ags

function Whatever()
{
  //whatever lol
}
#879
Hasn't everyone heard the good news by now? The reason Chris Jones has been so absent from AGS is because he's the publisher..... Okay, I have no idea why they assumed Big Blue Cup was the publisher. But hey, at least the game got some press. That's good news. ;)
#880
What's going on with the blue haze around the characters? Right now they look radioactive or ghost-like.

As for the walk-cycle, I'm judging this purely on the sprites and not seeing it in motion, but it looks like a serious case of briefcase arms. He doesn't look like he's even slightly moving his arms. But I have to see the animation to know for sure.
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