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Messages - Scarab

#321
Yeah, this would be really useful for me for programming the tile engine I'm coding at the moment, (I'm currently using the 'wrapper' function you mentioned), although I'm not entirely sure what applications this would have in adventure games.

I mean, if CJ's up for it, high fives all round, but he can only really be expected to add features which predominantly affect the genre AGS was designed for.
#322
Quote from: Calin Leafshade on Wed 21/10/2009 15:50:04

Hmm, I'll look into it.. seems alright to me.
Is mouse sensitivity linked to the windows settings in any way?


I tried it again and it works fine when I run it in a window... so I don't know what's going on there..
#323
Just finished it, and I found a typo..
not really a spoiler but...
Spoiler
When you look at the road, it refers to 'infinately more dirt tracks' as opposed to infinitely
[close]
I also wonder why you changed the emphasis on the line "and just a little terrified", I personally preferred it the way it was in the teaser.

I also can't help but feel that the driving silhouette doesn't match the sprite. He looks to me like he's sporting somewhat of a double-chin, almost the way an angry "Turn in your badge, you're off the case!" police chief is usually depicted.

The cursor also seems to move painfully slow... could I suggest maybe a Mouse Sensitivity slider in the Options menu?

Good so far ;D

Peace
Scarab.
#324
Or you could make it so that any key press on the keyboard skips it, that way it's possible to skip if you're a fast reader, and accidental mouse clicks do not become an issue.

Peace
Scarab
#325
Quote from: Khris on Tue 20/10/2009 12:38:15
Scarab,
the usual way would be to use a custom function to do the pick up animation which would simply use a loop number depending on height and direction. A folder to bundle the loops would perfectly suffice for that from an organizational point of view.

Same for doors, those are in fact a perfect example of views being not necessary at all. A single loop is all the doors would need.

Well.... That shut me up :P

I guess I was just thinking about it the wrong way (i.e. loops live in views, therefore how can you use loops without views)

Silly, silly Scarab...

Peace
#326
Quote from: clarvalon on Tue 20/10/2009 12:03:53
My fault, I'm not explaining myself very well  :)

My question here isn't so much how but why.

I know that AGS requires the use of Views as a container for all sprite loops.  That's fine.  My question is why that's the case.  It would be equally as valid (or would it?) to have in the character properties, say, a field "WalkUpAnim" which referenced a unique walking up sprite loop number.  I'm just trying to understand the benefits, from an engine design perspective, of bundling up these specific sprite loops into a View. 

Well yeah, but there can also be more animations for a character than just walking in all directions, e.g. a 'picking something up' animation, an "open a door" animation, etc. (not to mention talking animations) which can get awkward to have in a Properties panel, as you suggested.

Furthermore, Views can be re-used (this is unlikely for main characters, but can be re-used for some NPCs and objects). For instance, if you are using the same template for every room in your game, it's likely that many of the doors will look/behave the same. This way you can use the same "opening" animation for almost every door in the game, without having to re-do them in every Properties panel.

Peace
Scarab
#327
Well to me it just looks like a normal sized gate in a fence... Perhaps the spacing of the bars should be reassessed? Because if the gates are as large in your picture as they're generally pictured in popular culture, then it looks like it's possible to just slip through the bars :P

This all depends on how big or small your characters are though.

p.s. I also agree that an outline would help the gates to 'pop' out from the surroundings, as the others suggested, although instead of shadows, you could also try some gold light falling upon them from behind.

Peace
Scarab
#328
Well, just on the topic of IsKeyPressed and On_Key_Press....
I've noticed that when I'm applying them to my keyboard character movement, they behave differently.

On_Key_Press moves the character awkwardly and only seems to notice one button at a time, whereas IsKeyPressed works much more smoothly and seems to notice two at a time (and just executes them alternately)

I'd be really interested to know why this was.

Peace 8)
Scarab
#329
Is this them?
#330
Quote from: Joseph on Fri 16/10/2009 22:21:23
Wow! :o

You are one cool sumovabeetch!!

Thanks NsMn

Nah, He just wants to see you naked, the randy dog :P
#331
Code: ags

  object[0].Visible=false;
  object[1].Visible=true;
#332
I always thought this made a good logo:
#333
The Rumpus Room / Re: game nostalgia
Fri 16/10/2009 09:54:27
The one game that really sticks in my mind from my youth is Skyroads. I loved this game :)
#334
well, when it comes to beta time... you know who to call ;D

Scarab
#335
Quote from: Ethan Damschroder on Wed 14/10/2009 18:35:54
while I was at probably 34-36% it is back down to around 30. 

When did you start working on the game? Just out of curiousity, and to guage an estimate of completion.

Peace 8)
Scarab
#336
Quote from: Nikolas on Wed 14/10/2009 18:00:25
alternatives offer archers in the place of miners and those who were losers lost the 2nd finger, so they wouldnt' be able to use the bow again (and they were told to "fuck off" in the pub, or elsewhere...)

I always thought that it was because during the wars between medieval England and France, the longbow was the most powerful weapon in the British arsenal (it was too expensive and difficult to employ for the French to use). As it took such a mighty toll on the French soldiers, the French generals decided to put out a bounty on the index and middle finger of the English soldiers. It then became a taunt of the Brits to the French... a bit of a "come and get 'em", and then it just evolved over time to become the British eqivalent of the middle finger that exists today.
#337
Also, in General Settings, you'll want to set Automatically Move Player In Walk Mode to False;

Quote from: The Manual
selecting this option allows you to use the Walk mode for other things. If selected, then "Character stands on hotspot" events are instead triggered by clicking the Walk cursor on the hotspot.
#338
Oh man, this artwork is simply beautiful I can't wait ;D
:'( <= Tears of joy
#339
Well I think that exactly how irregular the polygon is is important for this, because It wouldn't be that hard if it were a rectangle in perspective, like a rhombus or trapezium (which I think most regions are anyway, or at least can be broken into these components)

If this is the case, you can do it by designating the corners and Random() function based on the maximum X and Y co-ordinates for the given area.

Scarab
#340
Quote from: Mr Flibble on Sat 10/10/2009 18:24:47
Though as far as *I* was concerned, the "haitch" pronounciation was for English middle class people putting on heirs and graces, inserting H sounds h'into h'words h'where they don't belong.

"I Don't get why you're saying it that way"
"Saying h'what h'what 'hway?"

Hot Rod: good movie
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