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Messages - Technocrat

#261
If I can stick to my current timetable (of which I'm on day 5), I should have a testable version by next Friday.
#262
So, yes, ahem, work was getting in the way. Now it's not. Expect considerably faster turnover.

Also, remade all previously made scenery. Now I just have to make the new bits. And decide if I'm going to combine part 5 with part 4. Current policy is "anti-alias the hell out of everything".




#263
On a similar note, how long would a game have to be for you to pay £2 for it?
#264
Adventure Related Talk & Chat / Re: AGS moods
Tue 11/10/2011 21:50:55
As long as I'm not distracted by something, I feel like I can get on with making the games, but I don't know to what extent it affects the nature of what I'm doing. The only pattern I can see is that I get better results when I'm knackered and should be doing something else.
#265
Well, having just been playing Shadowrun on the SNES, I'm more and more persuaded by something isometric, whether it's real time, semi-real time, or turn based!
#266
So, I should put "import" in the header file "extrascripts.ash", rather than the header for globalscripts.ash?
#267
Quote from: LeKhris on Tue 04/10/2011 13:46:54
Although this is solved, I'm not entirely sure what was happening here, could you clarify:

Where did you put the function body? Is it in the global script, above on_key_press?

Where did you try to call the function?

A missing import line shouldn't produce this kind of error but maybe I'm missing something here.

The body of the function is in a different script, exported then imported in GlobalScript's header. First, I tried calling the function in on_key_press, but that wasn't doing anything (which is an unrelated issue that I understand), and the whole thing was running successful when I called it from an interaction with a hotspot. No idea how it's working, but for the kind of cargo-cult coding I do, as long as it gets results, that's a good start for me!
#268
Aahhhhh, brilliant! That's gotten it working. Many thanks!
#269
Quote from: Calin Leafshade on Tue 04/10/2011 12:16:06
well the function names are different for a start.

Ah, mistype on my part here on the forum. In the script, it matches.
#270
So, there's a lot about functions I don't quite understand, and I was wondering if you could explain to me what's going wrong with this. What I've been making is a script to cause a chosen GUI to swoosh into the view on a decelerating path, appear to overshoot and bounce, then move to the centre. That's not the problem I'm having, and I'll worry about it later. The issue I've got is that every time I try to run this function, it complains about having the "wrong number of parameters".

Code: ags

function TechnoGUIBounceIn(GUI *BounceGUI){
  BounceGUI.X = -10 - BounceGUI.Width;
  BounceGUI.Visible=true;
  int centring = (320-BounceGUI.Width)/2;

  int BounceMoveSpeed = FloatToInt((IntToFloat(centring) - IntToFloat(BounceGUI.X))/5.0);
  
  while(BounceGUI.X<centring+10){BounceGUI.X+=BounceMoveSpeed; BounceMoveSpeed = FloatToInt((IntToFloat(centring) - IntToFloat(BounceGUI.X))/5.0); Wait(1);}
  while(BounceGUI.X>centring){BounceGUI.X--;Wait(1);}
  
  
}


And then later...

Code: ags

if (keycode == 'I') TechnoBounceIn(gHelp1);


But as I say, what I get is "Wrong number of parameters to call 'TechnoBounceIn'". What have I misunderstood about making functions?

Many thanks!
#271
I think in an ideal world, I'd probably make the combat something along the lines of X-Com, because it doesn't require a sudden shift in thought speed to deal with. Maybe just a small tactical environment to fight in...hm...
#272
It'd be two and a half hours for me, but I think that now I'm actually based in the UK, it's the kind of thing that'd be fun to do!
#273
In some cases, I think they'd be inappropriate. After all, in the kinds of adventure my mother plays, they wouldn't appeal to her, nor would she probably be able to cope wih twitch reflex fighting systems.

However, I'm thinking of including at least some elements of combat in future, and having just been playing BloodNet (whose combat, in my opinion, sucks), I was wondering what folk on here thought was their favourite fighting system, or would be the most appropriate for an adventure? Real-time fighty like Indiana Jones? Turn-based JRPG-style group combat? Something altogether entirely stranger?
#274
Quote from: Ascovel on Tue 06/09/2011 17:48:05
Hey, why so many George Lucas fans all of a sudden!?

I love the new sprites, but I'd prefer the older games to stay as they are.

I think I'll probably keep 2 and 3 as they are (because I'm lazy), but I do have plans to at least redo number one, even if it were only to improve the atrocious inventory system and the bug-ridden gameplay.
#275
Quote from: Dualnames on Sun 04/09/2011 11:03:41
Somebody get my jaw. Like now.

Those are honestly the most fantastic sprites I've ever seen. Is this a dream? Somebody slap me.

I wouldn't call them amazing, I'd say they just look better than their predecessors! Now I just need to make backgrounds up to par with them.
#276
Merci beaucoup, Darth!

So, yes, Technobabylon 4 is, as some people will already know, most certainly not dead - just held up a bit by

a) Complete graphical overhaul
b) Employment

Since the job finishes in three weeks anyway, that's not going to be much of a problem any longer. Most optimistic estimate, I'd say there'll be something testable within the next six weeks. So, just to show you what kind of thing I've been changing...

#277
Quote from: Calin Leafshade on Mon 15/08/2011 07:55:17
Makes 'fanny pack' an interesting expression to an english person.

And we call it a "bum-bag".
#278
Hm...pretty much as I thought, then. Thanks for the pointers about the indie websites though, they'd probably be a lot easier to get it done through.

Since I'm looking into the issues of potentially going commercial, I was wondering another thing - AGS' compatability with things. While I'm sure that it works with most things (at least, those that have Windows newer than WinME), is there anything that is known for certain that AGS games will not work with? Things like MacOS, or Linux, or somesuch. I think having angry purchasers not being able to play would be quite an obstacle.
#279
Critics' Lounge / Re: Dr. Regis face sketch
Sat 13/08/2011 10:28:32
That's a good sign so far, then! The lip and the nose are parts that I was unhappy with anyway, but I couldn't quite place what was bothering me about them. Now I can get on to fixing them!
#280
Critics' Lounge / Dr. Regis face sketch
Fri 12/08/2011 17:20:06
So, in my attempt to make the art better, and the style more credible, I've been trying to do some practice at a scientific process of making characters. I'll do a close up, detailed version so that I can make them smaller and smaller as I build the characters, and comic-style images. So, without a great deal of extra delay, here's my rendition thus far of Doctor Regis, one of the protagonists of Technobabylon.



My basic concept is "late-middle-aged man, grumpy, tired, overworked, stressed about being blackmailed, doesn't care a great deal about his appearance, thinning hair, not exactly upbeat." Hence why I've mostly based his appearance off my Dad. Would you say this carries that impression across?
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