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Messages - Scarab

#181
Quote from: abstauber on Tue 30/03/2010 08:44:47
@Current Tile Engine Coders
Are your creations going to be released as modules?

Possibly, however I grew up playing RPGs on Gameboy, and as such my engine is designed to emulate those kinds of games, and supports no layers, so this might not be what you're looking for.

The reason it is dead in the water right now is because I have been having trouble exporting maps from the editor into the game (using .txt files), and I need to become better at using the File functions before I can continue.
#182
Quote from: Pierceval on Mon 22/03/2010 09:51:43
well, in main parameters

set "allow speech to be skipped ..."

via > mouse only, the thinking or saying will never diseapper unless you click on it.

or :
Quote
SetSkipSpeech (int new_mode)

Changes whether the player can skip speech text by clicking the mouse. This option is initially set in a checkbox in the Main tab of the editor, but this function allows you to change it at run-time. The value of NEW_MODE means the following:
0  player can skip text by clicking mouse or pressing key
1  player can skip text by pressing key only, not by clicking mouse
2  player cannot skip text with mouse or keyboard
3  text does not time-out; player must click mouse or press key each time
4  player can skip text by clicking mouse only, not by pressing key

Yeah, I see how this could be done, though there are so many workarounds I need to do for this effect, another issue I have discovered is that if I scale the character at any point, it becomes obvious that the game is not running at its native resolution.

What would be ideal (although I admit I'm getting a little off topic here) is be to have the whole game running at its native resolution in the corner of the screen, and applying a function to magnify it every game loop, although from what I know of the Drawingsurface and DynamicSprite functions, it appears that it would be impossible to keep track of the smaller image, as the magnified image would be set as the background, and thus overwriting the original  :-\

If anyone knows how one would implement the screen magnification, I'd love to hear it.

Peace
Scar
#183
Well my first instinct is to use cMousely.Think(""), (Mousely is the dummy character), as this can provide the same text window GUI with no coding at all.

The problem with this however, is that it will not behave like Display(), and will 'time out' after a few seconds. Is there a way to somehow 'hold' the GUI there until a mouse click or button press without blocking it?
#184
Hello.

Currently I am working on a game that is at 160x120 resolution, and as such I had to magnify the graphics when I imported it to AGS.

This works fine, although the mouse movement follows a 320x240 grid, allowing it to move 'half a pixel' which sort of breaks the effect. My original workaround was:
Code: ags

function repeatedly_execute(){
mouse.setpostition((mouse.x/2)*2, (mouse.y/2)*2);
}


However, this broke the fluidity of the mouse motion (The mouse moved double speed up/left, but bounced around going down/right).
I therefore made a dummy character follow around the invisible mouse and only move along the 160x120 grid, coupled with an unclickable button on the GUI which worked to the same effect.

The problem is that whenever I run a Display() command, the character/button freezes, and the mouse doesn't, so the player can light up all the GUI buttons with the  MouseOverGraphic feature, when the mouse is not visibly over the button, again breaking the illusion.

I tried putting it in the Repeatedly_Execute_Always() function, but this didn't seem to have any effect. I then checked the manual again, and was unable to find a solution there.

So I was wondering, Is there a way to allow the dummy character and the button to follow the mouse during the Display() command? and if not, are there any other workarounds you can suggest?

Peace
Scarab
#185
I tried to stay up this week, I tried.
But I was defeated by my bloody timezone once more. (maybe next week we can bring it forward 3-4 hours?)

Anyways, good entries this week, my vote goes to Magma42

Peace
Scarab
#186
Quote from: CShelton on Fri 19/03/2010 21:32:00


I knew I made the joker waldo a little too hard to spot. Here's the answer.

And yeah, I had to hide Waldo in the Megaman picture whilst wearing a blindfold.





I could've sworn that I found him though    :-\ ;)
#187
Quote from: ddq on Fri 19/03/2010 22:09:56
I'll give you another if you manage to get McCarthy to shout at the top of his lungs somewhere in episode 2. In a way that screams, "I AM FED UP WITH THIS MUMBLING SHIT, HEAR ME ROAR!" Either that, or a song and dance number, maybe during the end credits.

Calin, if you put a musical number in part 2, I'd love you forever.
#188
Quote from: Ascovel on Fri 19/03/2010 23:28:14
Quote from: Dataflashsabot on Fri 19/03/2010 21:07:22
I am now tempted to make a game that will offend the most people possible.

Easy. Just make a game saying to the player: "You're the biggest idiot who has ever played this game... Now watch this offensive p0rn:" or something like that.

A Fun Game

Offensive? I wasn't personally, but I wouldnt mind hearing opinions.
#189
What you could also have is the number which is currently selected not stored within the sprite itself, but on a label on top, and change it depending on the angle of rotation. That way you will always have a legible number and distortion doesn't really become an issue.
#190
Quote from: NsMn on Sat 13/03/2010 19:06:06
School Uniform Sammy?

Hrm, I've never heard of it. Do you have a link?

I think my question still stands though.
#191
Quote from: Sinsin on Mon 08/03/2010 17:14:55
So here's a question

A 16 year old guy is in a relationship with a 15 year old girl   or indeed visa versa

They end up having awesome sessions in every room possible,
Anyone see a problem here ?

If so Where ?

Well here's one for ya:

Would you feel uneasy if you were playing an adventure game where you play a 15 year old boy, and your quest was effectively to lose your virginity, so the whole game you would find yourself pursuing a 15 year old girl? (No sex scenes of any kind, just the pursuit)
#192
I don't see the purpose of this room.

Buildings in adventure games aren't designed the same as ones in the real world, the principle of "it exists in the game world" is not enough for a place to be actually included in the game. For instance, if you are playing a game with many buildings in it, rarely will you be able to go into a building's bathroom, even though in the real world, it obviously has to be there. If you enter a fiend's apartment block, and he is the only person you need to see, then the entrance should take you straight to his apartment, and cut out the middle man.

Why not have the room on the right as the main room, and then when you walk over to the hallway, POP! you're at the bottom of the stairs.

It is fully implied that the player walked down the stairs by the fact that he walked over to the hallway where the only thing is stairs, especially with an Overhotspot label. The lower landing is completely pointless really.

#193
AGS Games in Production / Re: AGS Guitar Hero
Fri 12/03/2010 03:26:48
Quote from: Alliance on Thu 11/03/2010 17:18:53
I have to say, this is an interesting concept. Reminds me vaguely of the guy that made a GH clone for his Commadore 64.

There was even a guy who made a similar game for the  NES, which is quite impressive, if unwieldy control-wise.
#194
Quote from: Danman on Thu 11/03/2010 14:31:16
Cause I am sure I can make it work with my character and scaling.

Really? You honestly believe that?

Consider someone walking on the stairs;
Steps are roughly the size of a foot,
A man 6 ft tall would then be somewhere around the height of the railing.

But this is a railing, so when he's next to that, he will need to be twice that height.
If it isn't a railing, but a wall then why is the ceiling so ridiculously high? And why doesn't the wall reach the ceiling?

Then when he walks over to the table on the right (unless, perhaps, it's a coffee table/ footstool of some kind?) he will be so small that he will be useless as an interact-able character.
Furthermore, at that rate he will have vanished by the time he reaches the window, just how big is this house?

So good luck with your scaling.

Now, Room Design:
I realise this isn't finished, but there currently seems to be one thing to do in this room... walk down the stairs. The hallway-thing might work if you could use the landing, but you completely covered it with a railing, which makes me wonder why it needs to be there.
It is therefore redundant to have such a long walk to get to a solitary hotspot. Also, the stairs move away from you. That doesn't work. Why use this perspective? The paintings? Can't they be on the other wall?

QuoteNot lazy. 3d is lazy. 2d is harder to me at least   . I got 3d programs like Maya 9. But just think 2d has character   . They didn't use 3d 20 years ago. Unless they were in engineering so I wont either.

Perhaps professional games in the 80's and early 90's weren't all done in 3D, what they did use though was a little thing called professional artists.
Using 3D as an amateur game developer is not lazy, not cheating, or anything else along those lines. It may make it easier for you, but this is a good thing. It means you will have backgrounds which are instantly correct perspective-wise, and you can choose whatever angle you want before painting over.

Correct perspective makes things a lot easier for the player, leading to a more enjoyable playing experience, and isn't that the point of making the game in the first place?

Now I may be coming across somewhat stern in this post, but the solutions to all the problems I mentioned are already posted in this thread.
#195
Greetings,

I was wondering if anyone had a copy of Quest Fighter/ Quest Fighter II lying around. They look like a lot of fun but the link on Crystal Shard's website is dead.

Thanks in advance,
Scarab
#196
General Discussion / Re: Free Wife on CL
Sat 06/03/2010 01:19:47
I remember hearing this one thing on the radio where they called some guy and told him that he had won a draw for a bunch of flowers, and asked him who he wanted them to be delivered to, the premise being to find out if he had a second girlfriend.
His girlfriend wasn't too happy when she head him ask for them to be sent to his wife...
#197
Clarvalon,
If one were to make a game with a XAGE port in mind, what considerations would you suggest for maximum ease of portability?

Peace
Scarab
#198
I actually saw a different image of Pikachu in there:
#199
I do believe an Aeronuts II would satisfy the rules of this contest... ;)
#200
The 'Double Look' took some getting used to, but because it's used consistently, I didn't find it to be a problem.
Looking forward to this one Snake.  :)

Quote from: Snake on Fri 26/02/2010 15:41:55
In the mean time, why not work on your hand-eye coordination and play CASTLE OF FIRE?

Waaaaaay ahead of you buddy  ;)
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