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Messages - Technocrat

#161
I've been attempting to create a script that "types" text into a label, one letter at a time. It starts by the player entering the name of the label in the function (LabelName), and the text of the string to type (TypeText). It should then, running through the "while" cycle, add an extra letter on to the string "TextInProgress" from the "TypeText" string, and update the label, before returning to the beginning and moving on to the next letter.

This, unfortunately, is not the case. It seems instead to just make the label "LabelName" blank. I'd been putting in display functions to tell me what it had been doing, so I'm certain that it's moving up through the numbers, just not adding the letters on to the TextInProgress string.

Can anybody see what I'm missing here?

Code: AGS

function TechnoTextType(Label *LabelName, String TypeText){
  int TotalLetters = TypeText.Length;
  int LetterOn = 0;
  String TextInProgress = "";
  
  while(LetterOn<TotalLetters){
    TextInProgress.AppendChar(TypeText.Chars[LetterOn]);
    LabelName.Text = TextInProgress;
    LetterOn++;
    Wait(1);
  }
}
  
#162
She's extremely tan - she's Sri Lankan. I figured that'd be an unusual background for game protagonists!

I think that Beneath a Steel Sky is kind of the impression I'm going for. I've made some of the suggested tweaks (reversed the arms, jiggled the shading a bit, changed the head height, etc) but everything I've done to the neck has made her look more like a man, or a hunchback.

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/latha2-1.png[/imgzoom]
#163
General Discussion / Re: how far is too far...
Sun 15/07/2012 16:26:43
I finished watching "The Skin I Live In" the other day - the aftermath of the film left me with a creeped-out feeling, but they kept the grotesque things offscreen.
#164
In keeping with the new philosophy I'm trying to use when making games, I've made use of a several-step process to design the basics of a character. Starting with a basic shape with the general colours of the areas, I then apply one layer of shading, then a slightly more detailed shading (i.e. darker), and details here and there like the zip and facial features.

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/NL.png[/imgzoom]

Would you say, so far, that this is producing acceptable results? I have a suspicion it's a little pillow-shadey on the front and back views, but I'm not a great judge of art by any stretch! At least it's an improvement over how she looked before...

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/latha3.png[/imgzoom]
#165
AGS Games in Production / Re: Skumring
Sat 14/07/2012 13:06:28
Quote from: Tabata on Sat 14/07/2012 08:20:09
I think that "skumring" is not meant to be the sunset itself.  (roll)

It's a term for the special light at that time (when all cats are looking gray). In german we call it “Zwielicht” and of course there is a related term about people who are/act like this (“zwielichtige Gestalten”) and that fits precisely to the story.  :grin:

-------------------

... and thanx for the cute animations  :kiss:
You are on the right track.
Go on like this and we will have soooo much fun playing that game (nod)

Ah, so it'd be like "twilight", then? I think that's the word in English.

Also, in the comic, the spelling ought to be "conscious" - I like the idea though, this game looks interesting!
#166
That sucks. Looks like we'll have to resort to the Communist Party Club or the Monster Raving Loony Super-Happy Fun-Park
#167
I'll be honest - I've never understood what is meant by "contrast" when it comes to drawing. The internet isn't being particularly helpful in aiding my understanding in this case. Is it, for example, like changine the colours of the detailing on the grey parts in order to make them more different from each other?

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/DropNew.png[/imgzoom]

Here's a newer iteration, with a slightly different arrangement of buttons, designed to use more space
#168
I seem to be getting different restults depending on which computer I'm looking at it on, but I've got a sneaking suspicion the grey part of them might be too "light". Or, perhaps that's what people mean by it needing more contrast?

ProgZmax's idea of symmetry looks like I good idea, I've been experimenting with my first button layout, and somehow it doesn't feel right from a control point of view - I think if the buttons took up more space within the menu, it'd be easier to use. Maybe something like ProgZmax's, but with only four buttons...hmm...
#170
I've been trying to make an improved, cleaner, more functional version of the GUI style I've been using for the last few games I've made, and I just wanted to see a) what kind of feelings it evokes from people, and b) whther you lovely folk think it could be improved somehow.

The impression I'm going for is, surprisingly enough, futuristic - like a PDA or holographic terminals of the future. Because of this, the blue part of each of them is partly transparent. The menu at the top-left is for Options, Save, Load and Quit Bottom-right will contain all of the inventory items. As the mouse moves over each, they slide out on to the screen in a smooth, accelerate/decelerate motion.





I'm unsure about the style of buttons at the top left I've got here, so I've got an alternative that might fit better.

#171
Ah, superb! Now I can get my "Welsh" and "Latin" translations in there too.
#172
Oh, I remember that one! Those things can all be done in AGS, I used a grid in Operation: Forklift, and was experimenting with line of sight, but opted just to go for the "Advance Wars" way of doing it instead.

One way of doing it would be getting AGS to work out a line between the shooter and the target, then check every coordinate along that line to see if there's a wall there. If so, block! If not, hit!
#173
Right now, I'm using English and a German translation with my game. I can tell the game to check TranslationAvailable, and currently use it to make it so that, if the translation is being used, background objects appear in German rather than English.

Since I'm considering adding other languages, is there any way to make the game know which foreign language objects to use, rather than it just being a different language to default?
#174
I recommend something sci-fi. In space. That way, you can excuse an awful lot of things as "that's just how they do it in the future", and backgrounds on spaceships can get away with looking fairly spartan. That's what I'd do, anyway!
#175
AGS Games in Production / Re: Mythaumatology
Sun 27/05/2012 21:28:53
Aha, I was wondering where this got to!
#176
I like the idea of it, it's the kind of thing that'd go well on a console with analogue sticks as well. However, I'm going to have to agree with Stupot that it's going to make far too many verbs. I'm a bit of a reductionist, I'm just using look/interact with left and right mouse buttons, and it's been quite a slog making "look" and "interact" messages for everything. Perhaps consolidate things like "Look/Smell/Touch" into a sense category, rather than having a whole different look category?
#177
Quote from: LTGiants2000 on Wed 16/05/2012 18:08:54
Technocrat, did you end up with voice as well? I am curious because I could offer my voice...as well as I'd LOVE to see it included!

With the deadline for the Summerbatch coming up so quickly, there wasn't quite enough time for voices, I'm afraid! I'm thinking of it for her next outing, though.

And soon, everyone else will be able to have a go on Nancy!
#178
Quote from: DBoyWheeler on Wed 16/05/2012 01:51:07
Um, something to help keep the project alive (if it hasn't been completed yet).

Technocrat, if you need a proofreader, I can be of service.  :)

That's most generous of you, but it's essentially finished already! Just a couple of polish issues, then maybe find a translator or several!
#179
This looks atmospheric, I'm looking forward to it!
#180
Phew, finally got it working. Essentially rebuilt it from the ground up, but it enabled me to make a couple of stylistic changes, and in future it should be easier to slide new pages in!
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