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Messages - TomatoesInTheHead

#281
Hmm, so I'm not the only one :-\

I have to/want to include these in a technical report and presentation, I hope the readers/audience won't have these associations.
#282
Quick question/Rorschach test: What do you see in these two pictures (well, it's one picture, but upper part and lower part independently)?

#283
Quote from: Kweepa on Wed 30/03/2011 17:23:04
4 pun is easy, but what are you going to do for 3?
Spoiler
I want to break three!
[close]
#284
General Discussion / Re: Japan - Fallout
Wed 30/03/2011 17:39:21
Quote from: Atelier on Wed 30/03/2011 16:30:05
Can anybody who speaks Japanese tell me whether it's pronounced fookashima or fuckashima?
Here they say "Fukushima" pretty often (at least twice): http://www.youtube.com/watch?v=ZN4_OseM4lA
#285
Your puns in the titles are awful! I wonder what you'll make up for chapter 17 or something...

What can I say, looking forward to this, like everyone else. I know it will be great :)
#286
Well, photos as backgrounds give plenty of rooms fast, but they are usually not really fun to explore, without any fancy objects, contraptions, and animations.
If you put pixel art things over the background, it looks bad (I remember a demo of such a thing on the Amiga back in the days... photos of some woods and islands and stuff, and then one pixeled chest or something on it, so that you knew directly that this was the only thing in the whole room that you could interact with), and if you put hospots over tiny elements of the photo, it gets kind of a pixel hunt, because the objects aren't easily perceptable as proper objects you can interact with. And you have a problem if you change things that are part of the photo, either you have to have good editing skills, or make a photo for every situation...

But I know the motivation problem only too well. :-\

If you're good and fast at drawing on paper, maybe handdrawn backgrounds are an option?
#287
General Discussion / Re: based on a true story
Mon 28/03/2011 10:49:35
Quote from: Ouxxey_games on Mon 28/03/2011 10:33:24
I cannot unsee the horror of that post!

Haha, did I use the same words as Bob? ;D
#288
General Discussion / Re: based on a true story
Mon 28/03/2011 10:04:39
Now everyone knows you're talking about me, Ouxxey, because everyone can see in my profile that I have only released a first game with room for graphical improvement so far. That's totally not fair! :-[

I mean, if you can't even do animations and can't stick to my schedules, don't try to work with me, I'm a professional! >:(
#289
General Discussion / Re: Aww
Mon 28/03/2011 09:15:35
Quote from: Mods on Mon 28/03/2011 01:27:48
And yes, it is extremely simple and all down to luck and the river current, really :P The game would only need one button: "Drop".
The heroine of this game should of course manipulate her luck and the luck of her opponents in various ways before the great competition starts :=
I think a game with a cute little evil girl murdering/threatening/sabotaging her competitors one by one for the sake of winning a Winnie-the-Pooh teddy bear would be hilarious.
#290
I would much appreciate if the .agf filename would be the one used for the generated .exe (or even better, the executable's filename could be customized in a general setting) and instead the folder name could be anything.
#291
Quote from: LimpingFish on Sat 26/03/2011 23:38:28
They changed the order of "Open Link in New Tab" and "Open Link in New Window" in the right-click menu, so I'm constantly opening links in new windows. >:(
Annoying as hell :( Hopefully I will get used to it in a few days. It's really a good decision since most people open links in new tabs and it makes sense to have it be the first entry in the menu; if only they hadn't made the bad decision earlier so that now everyone is used to the not-so-optimal order...

And I also didn't know about the middle mouse button, I usually use CTRL + left button. Since my middle button is the mousewheel, I think I might often accidentially scroll away from the link I want to open.

As of speed: For me, the most annoying is the startup time until I can actually use it, and the time it needs to suggest a url when I type into the address bar (I usually only type in one or two letters and the first suggestion is the site I want, e.g. "a" gives me the AGS forums). It's probably because I save the browser history for 90 days or so, and have a lot of bookmarks, often with tags to find it easily, so there is much to search, but I blame FF for heaving some inefficient database behind the history/bookmarks system.
And the second annoying thing is that when one site takes long to load, all other tabs are blocked, too. Hasn't changed with FF4 as far as I can tell for now.
#292
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 10:31:58
For a more medieval look (though it seems not be very common in heraldry), maybe you can try adding a fork and a spoon/knife each surrounded by a strip of bacon, or crossed behind the shield, to give the impression of some breakfast-medieval-ish weaponry.
More or less similar to this one:
#293
Critics' Lounge / Re: A Tasty Verbcoin
Sun 27/03/2011 09:08:08
To me, a teapot alone is already breakfast-related enough (bacon not so much, but that depends on culture). In the game, I probably won't look too long at the verbcoin, so it suffices if it fits nicely in there.

Will the icons be animated when selected?

I don't know about the banner... I doubt "talk to old man" and such would fit on it with a reazonable font size, and without being broken into two lines.
Maybe make the banner a bit wider and less tall?

#294
- American Girl Sounds
- The AGS Effect
- Point & Click
:)
#295
Isn't this the "defaultres" setting in acsetup.cfg, with 0 being 320x200, 1 being 320x240, and so on?
#296
Quote from: Stupot on Fri 25/03/2011 20:49:56
What I mean is, rather than re-downloading, say, Nelly Cootalot through the Nexus system if we already have the game, it would be cool to be able to simply drag our existing AGS game folders into the Nexus 'gamecache' folder.  I tried this with Nelly C and it crashed Nexus. D'oh.
You can do it if you name the folder with the game's number from agsarchives.com (in this case, 735), make an icon with the same name in the icon cache folder, and include a registry file in the game folder like the ones created by Nexus, with the appropriate values...
#297
Glad to see someone else is joining! :D
Because I would have had no idea for a new topic if I'd won...
#298
Concerning the function DisableInventory(optional bool value):

I think it is very counter-intuitive to make this parameter optional.
This way, DisableInventory() is the same as DisableInventory(false), and actually enables the inventory (again).

My suggestion is to change it to either
1)
Code: ags
DisableInventory(bool value);

with mandatory parameter, true to disable, false to enable,
or
2)
Code: ags
DisableInventory();
EnableInventory();

or
3)
Code: ags
DisableInventory(optional bool value);

where DisableInventory() actually disables the inventory (the provided backwards compatibility might actually be dangerous if people used DisableInventory() to enable the inventory again),
or
4)
Code: ags
DisableInventory(optional bool value);
EnableInventory(optional bool value);

as a mixture of 3 and 4 (working like 3, with some backwards comaptibility like 4),
or
5)
Code: ags
SetInventoryEnabled(optional bool value);

where SetInventoryEnabled() enables the inventory. Would mean that everyone had to change her code from older games, but this way it's also not error-prone like options 2, 3 and 4 where only the behaviour of the function would change, but all games created with the current version would compile without a warning.

Same goes for the function DisableVerbCoinGUI.

DisableVerbCoinGUI I think also has another bug (or intended feature I don't fully understand):
If I disable the GUI, the inventory always shows up, no matter if it's enabled or not, and can't be closed.
#299
This should help:
Code: ags
SCUMM_VERBCOIN_GUI.DisableInventory(true);


A bit confusing: DisableInventory() alone does not disable the inventory, but in fact works like DisableInventory(false), which enables the inventory again... I think this should be fixed in the verb coin template/module.
#300
I don't know if there's a better solution, but I'd suggest to create an invisible dummy character to contain the second inventory.
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