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Messages - TheJBurger

#321
Trying to import a walkbehind mask (using this method) has worked in the past for me, but doing so in 3.0 gives me the message "Invalid colors were found in the imported mask. They have now been removed. etc"

My walkbehind has 10 areas. None of the areas import correctly EXCEPT area # 7 imports in exactly the right place. I don't know why. I'm using the same color swatches that I have used before, but they aren't working this time.
#322
Okay I just sent it to Jack. Two writers--400 words left. I found it really hard to steer this in an end direction since so many plot elements were left either unresolved, or just ignored since the beginning (particularly from one scene which I won't mention!  :D). Anyway, I hope it's not a complete mess by the end.   :)
#324
Quote from: MrColossal on Thu 28/02/2008 15:12:01
However let's examine why you've lost motivation and not exactly how to get it back. When I lost motivation on Time Out it wasn't because I hadn't taken enough walks while reading a book on classical music in the movies, it was because I was stuck in the story. I had come to a part that I never really wrote fully and hoped that by the time I got there I'd have figured it out. The time came, I hadn't figured it out, I stalled, out of ideas. Then I started doubting the entire project "This is basically a series of cutscenes with 6 puzzles scattered in between!" Then I started trying to think of a way to really cram some good puzzles into the ending of Time Out and stalled on trying to cram puzzles into it.

You just summed up my entire experience of trying to create my first full-length game in AGS (an experience I do not want to revisit!).

Currently, I really have to agree with the planning out statement. I got to a part in my new game where I had a vague idea of what I wanted to do, but now that I was there, I really had no clue how to do it or what route to take, so then I was stuck doing nothing as I hoped my brain came up with something soon.
When that happened, I just went on to another part in the game where I knew what I wanted to do and how to do it, and I worked on that instead.
#325
Aha. Fixed now. Thank you.
#326
Okay, I feel like I'm doing something stupid, but I can't find a command to the effect of:
Code: ags
character.HasInventoryItem[iItem]


The closest thing I found to this was a command called character.InventoryQuantity, but when I use it, it gives me this error.

Code: ags

if (player.InventoryQuantity[iLockPick] == 1) { // player has the lock pick?
// do stuff
}
else {
  // do other stuff
}

That code doesn't work. It gives the error
Code: ags
Error: Type mismatch: cannot convert 'InventoryItem*' to 'int.'

Is this the right command I'm supposed to be using? If so, how do I fix it?
#327
I think it looks fantabulous. Definitely add another frame unless there is some kind of momentum/gravity reason that I don't know about causing it to slow down.
#328
Quote from: James-- on Wed 20/02/2008 23:32:46
Ah I see, thanks :).  So is it the case for all colours that the hue should change when dealing with lighter/darker areas of an object?

I think this post by loominous should explain it pretty well.
#330
Critics' Lounge / Re: Shiny colouring
Tue 19/02/2008 03:59:09
I like it!

Here's a tutorial on pixel art anti-aliasing: http://www.gas13.ru/v3/tutorials/handmade_antialiasing.php
#331
Critics' Lounge / Re: Shiny colouring
Tue 19/02/2008 01:43:18
I really like the palette you've got going here, and yep, it does remind me of Super Jazz Man.

The characters look good, but to me they seem to have some posture/balance issues.

For the backgrounds, two things:
1) Some of the anti-aliasing (particularly on the tree branches and the 45 degree tower slant) seems unnecessary. They just seem to blur the objects out of focus instead of make a smooth curve.
2) I don't know exactly what kind of mood you're going for, but you could consider adding a light backdrop behind all the scenes to increase the sense of depth, but it's all up to you really.
#332
Quote from: Emerald on Sun 17/02/2008 14:43:26
Also, a final list of participants and their order i the story put into the initial post would be useful too (and who's turn it is). The whole thing got a little confused towards the end...

Tell me if this is right:
I think you forgot me.
#333
I'll sign up, but I hope I don't get the ending.

Joshuan908 (at) msn (dot) com
#334
Quote from: Snake on Wed 13/02/2008 02:32:14
QuoteYou increased the difficulty of what is already a hard game?
Looks like this one will be sitting on my shelf.
When people are getting through the game 4 times, still having 8 lives and committing suicide just to be done with it, yeah, I felt that had to be done. I thought it might even it out a bit.
--Snake

I don't think the first of half of the game's difficulty is the problem with that, I think it's the extra lives given when you complete the game and the decreased difficulty of the second half.

The first half of the game was pretty challenging in the first version, and I only got better through increased practice. You might want to be careful since any more player frustration may just ward off large portions of your audience.

So, I suggest leaving the first half as-is from the first version, and lessen the number of lives given when you complete the game.

Don't get me wrong though, I like the game a lot and it's tons of fun.
#335
Quote from: Snake on Sat 09/02/2008 13:19:53
Brightness
Hmm. I don't know what to say about that. The brightness slider is infact set to go all the way to 200 (if your system allows you to move it) - don't know why it isn't working.
As Radiant has suggested, how many other people would like this to totally change? I'm not opposed to the idea.
I know this might be alot of trouble, but I would suggest this:
Raise the brightness of everything by about 25-50% (not the slider, manually). Then you can have the brightness slider go down for anyone who has it too bright, and up for anyone who needs a little more. If it's possible to make the brightness changes permanent in the game, as I said before, that would also be great.

Quote
All keyboard control
I didn't make a customized PAUSE/QUIT gui because it wouldn't pause the game, I did indeed try so I am sorry. I did NOT want to use the default QUIT thing, but that's the only way I could get the game to hault all scripts. I could get it to pause, but you could still run.
I can try again since, come to think of it, I never put any coding in the module used for the bridge scenes.
I'll give this one another shot.
Please also make the brightness control keyboard controlled! It was odd to have to use the mouse after selecting it, and tedious.
#336
Quote from: Snake on Sat 09/02/2008 12:22:27
Which score is the right one, J?

--Snake
First post: 34970
#337
Quote from: nihilyst on Sat 09/02/2008 00:07:14
EDIT: After the level with the flashing boxes it gets quite easy. Before that I found the levels very hard. It should be the other way around, I guess. Or maybe I'm just too dumb to play. The hardest levels in this game are the destroyed bridges; I always jump into the water.
But great game, nonetheless.
Yes, I found that too. The difficulty of the game is like this:

                            Point of No Return
                          ^                             v
                        ^                                v_____________ >
                       ^
__________^

Now I'm happy to say that I don't find the difficulty too hard any more! Yay.
#338
Quote from: Emerald on Fri 08/02/2008 19:48:14
What's to stop me from saying "4950", despite having never played it? Do you get some sort of code or something?
The underlying belief that all AGSers will tell the truth.

Or this:

Or a good photoshop.
#339
Current best:
#340
Congrats on finishing it.  :D

I just had a chance to play it for about 30 minutes and I love it. The style is awesome, and the gameplay is fun. Thanks for adding the brightness feature. My screen was pretty dark, and it helped a lot, but if there was a way to make it permanent, that would be nice.

Comments:
- I would have liked spacebar/jump to have worked in the first screen, so I could get familiar with the controls. Without that, I wasn't even sure if spacebar was jump anymore.
- The difficulty curve is a bit on the hard side. For the bridges, you're thrown to the mercy of the second half seeing as how you can't dodge fast enough, so it took me a while to figure out that you must dodge in the middle and then advance before the fireballs can respawn. The game is pretty tough, but I'm going to try and get better before I beg for a health bar.
BUGS:
- Pressing Escape in the high score screen gave me the error: "Unable to restart game. File not found"

I guess I'll post my highscore in the other thread now...!
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