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Messages - Ryan Timothy B

#981
The Rumpus Room / Re: *Guess the Movie Title*
Sun 23/10/2011 22:35:59
It's definitely Doom.
#982
The Rumpus Room / Re: *Guess the Movie Title*
Wed 19/10/2011 03:31:11
I know what the movie is but I completely cheated. If no one guesses it correctly soon, I'll give it away. ;)
#983
Quote from: monkey_05_06 on Thu 13/10/2011 03:02:07
Grim, I hereby vow that if I ever get my game company to the point of Dave Gilbert's (he makes a living off the proceeds of Wadjet Eye Games), I will take you under my wing and employ you.

Just work on learning how catchy Dave's game titles are. Yours are missing the mark on simplicity. ;)
(Joking obviously, I know they're joke games)
#984
General Discussion / Re: Merlin!
Sat 08/10/2011 20:21:15
I actually like it. Probably because it reminds me of my younger years watching Xena, Hercules, and Sinbad. They were all corny as hell including this one, but it's very relaxing.
#985
Has the issue with the collapsing been discovered?

If you collapse something and add an ending brace closing off the collapsed section, it will erase all that is collapsed.

Edit: Actually the section isn't erased, it becomes unaccessible. You have to either Undo, or reopen the script.
#986
I didn't really follow the game too much once this room was discovered, but weren't all these rooms explored? Or were the doors locked?
#987
Editor Development / Re: AGS Draconian Edition
Thu 29/09/2011 03:39:22
Do you think you'd be able to make a Character.LightLevel property? AGS already uses light level with the regions to darken/lighten a character, but it was never added as manual function.
#988
Editor Development / Re: AGS Draconian Edition
Wed 28/09/2011 03:09:01
Quote from: monkey_05_06 on Tue 27/09/2011 22:20:15
Even if you can't collapse to the parent token, it still just looks aesthetically horrible.
I agree. I also write my code with the opening brace below the function call or if/while statement. It looks terrible and sets off my OCD alarm with a single brace there with no visible closing brace. That's one reason why I never use the collapsing features.
#989
Adventure Related Talk & Chat / Re: STASIS
Wed 28/09/2011 03:02:09
I'll admit that the user interface seems a little confusing. Also the computerized voice was a little chunky, especially the first clip since I couldn't understand it for the life of me.

Shouldn't he be standing in the center of the scanner? It looks a little odd to have him past the center mark. Or am I understanding this body scanner wrong?

All the smoke and dust effects looks fantastic though.
#990
If we do revamp the forum code, I would like to see whatever is in the [code][/code] to be colored in the fashion of how AGS colors everything in script. Or at least something very similar.
#991
Editor Development / Re: AGS Draconian Edition
Tue 27/09/2011 15:43:24
Well, for Journey of Iesir being a commercial game, I'd prefer to not use a plugin. For that I'd still prefer it built into AGS. I know you've already used it for Eternally Us and out of the 16,000 downloads, no one has reported an issue. Perhaps one day I'll crack, but the project isn't near complete yet and I've left all my code ready to be able to swap over to alpha blending dynamic sprites. So either AGS will get this built-in before the project is complete, or I'll just eventually use your plugin.

Also you can still make that Box2d plugin of yours. I'd name my future babies after you, and hopefully my daughter would be just as cute as you too. ;)


Edit: Also another feature I'd like to see added to the editor. Being able to press the back button on your mouse to go back to the last thing you were at, or last line in a script. So if I was in the globalscript and moved to the room editor. If I pressed the back button I'd like it to go back to the globalscript at the line I was working on. Or if I scroll up the list in the globalscript and edit something near the top, pressing the back button should take me back to where I last was. The C# editor has this feature.
#992
Editor Development / Re: AGS Draconian Edition
Tue 27/09/2011 15:08:39
Something that bothered me a few days ago, is there any chance that enums could show as a different color?
Like  eRepeat  should show up as blue or something that isn't used already. That way it keeps it distinguishable from an int variable or something.

I really like the dark background for scripting. That's something I'd definitely use if the colors are setup nicely.

Edit: I'm still waiting for someone to tackle the alpha blending dynamic sprites. That would be super nice. Or someone to change the way GUI's work with alpha buttons and such to work just like layers in Photoshop regardless of what background image the GUI is using.
#993
Adventure Related Talk & Chat / Re: STASIS
Tue 27/09/2011 15:01:56
Looks fantastic. The url to the video doesn't seem to be correct though.
As for posting in this thread, it's reserved for AGS games only. But it'll probably get moved to Adventure Related by a moderator.

The lighting, angle and small details definitely reminds me of the first Starcraft.
#994
> Now use the pool cue to open the elevator door.
#995
We're currently playing around with the animation system I've coded. It uses two layers for the head and body. Used whenever characters talk or want to express a certain gesture/pose. It looks fantastic even though some of the quick gestures and expressions are programming graphics and we're still missing a few other expressions. It really adds a lot of life to this project. I can't wait to see the whole array of gestures completely done and in use.

Now I want to add some random blinking or itching/boredom animations whenever the character is standing around.
#996
Nope. It's even a blank game just to see why it doesn't work.
I believe it only crashes when you call the function from within another script.
#997
I was stealing an idea from Steve's Rope module. He has this public struct that he has in the header of a script. Looks exactly like this (just editing the redundant functions and changing the names):

Header script:
Code: ags

struct __Test
{
  import function whatever();
};
import __Test Test;


Script:
Code: ags

__Test Test;
export Test;

function __Test::whatever()
{
  player.Say("testing");
}


I have within a Room's AfterFadeIn:
Test.whatever(); 

I'm trying to make Test and its functions all public, but it seems to be throwing me an
Error: Unable to create local script: Runtime error: unresolved import 'Test'

What am I missing? It has zero problems compiling Steve's scripts, even after rebuilding all files (I was starting to think it was the new engine that was having issues), so what am I missing? I'm sure I did it exactly as he has it. I've even a search throughout the whole project in case I wasn't seeing any of his imports or exports.

I even tried moving around the import and exports, but have the same issue either way. I believe I have everything just like he has it. Or so it appears.
#998
Am I honestly the only one on this forum that thought Moon was pretty boring and pointless? You guys are all praising that film like it's a masterpiece. I feel left out. :(

Edit: Oh and that Calin guy with the girl avatar, I totally hate that guy. Am I the only one? :P
#999
The Rumpus Room / Re: *Guess the Movie Title*
Sun 21/08/2011 23:04:37
Wouldn't happen to be Screamers, would it?
#1000
Think of the water we would save if we could clean our own genitalia with our mouths. It's a shame really.
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