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Messages - Trent R

#221
You can do this in Audacity, a program that should be on most every computer already.

Google it, and google something like 'recording computer sound in Audacity' and you should find the links you need.


~Trent
#222
I think the haters exist because you were told this before. And, like monkey said, it consists of a large part of your posts. Join in discussions that don't include your blog, and you'll slowly gain some respect around here (that's what I've done, and I still sometimes don't feel like I'm respected--so I'm not trying to sound elitist)

Also, I like your new banner. That's perfectly acceptable (and I can tell it's a link, rather than a random Pac-man immage).


~Trent
#223
Sorry to raise an old post, but CJ PMed this to Miori who then posted it in another topic.

Quote from: CJ in PM on Fri 24/04/2009 13:44:53
GlobalInts and GlobalStrings are obsolete, and you should not be using them in new scripts. Use the Global Variables pane instead to create global variables -- this does not have a limit to how many you can create.


~Trent
#224
Quote from: Hudders on Fri 24/04/2009 16:58:48
What is the limit of controls on a GUI?
30.

In case this turns into a discussion on raising other limits as well:
From the manual
      40  objects per room
     100  local messages per room (excluding script)
     299  state-saving rooms per game
     300  inventory items
   30000  imported sprites
      30  controls on each GUI
     500  dialog topics
    3000  dialog-script messages
      30  options per topic
      20  screen overlays at a time
     500  script GlobalInts (not including your own variables)
      50  script GlobalStrings (not including your own variables)
       5  background frames per room
      20  mouse cursors
unlimited characters
unlimited views
unlimited GUIs
unlimited loops per view
unlimited frames per loop


~Trent
#225
IIRC, defining at the top outside of any function should make it that value and keep it that way. Such a thing might come up if the room# was above 300 (ie. won't save the state of the room).

PS-Didn't mean to bash you, I understand what you're saying now. :) Friends?

~Trent
#226
Well, that's because it's been discussed multiple times and most of the time it's brought up by n00bs that have been playing MMORPs, and then stumbled across AGS and think "I wanna make RUNSCAP3 in AGS!!1 ITS TA ROXR!"
It doesn't hurt your case when you bring up the TCP/IP plugin...


As for coop games: Sure. Look at 'Two of a Kind' or the commercial 'Gobliiins' games. Those are basically coop games as a single player. If you designed something like that, I think it'd be cool to decide at the beginning if you want 1P or 2P. (However, make sure you don't require it to be coop. Myself, for example, would probably be unable to play that since my bro is the only adventure game fan I know, and he's too busy to sit down and play with me.)


~Trent
#227
I've run into the Control limit twice, once on two different games. The first (an RPG stats screen) was easily worked around by putting a unclickable, invisible-background Gui ontop of the another with clickable controls. Then match up the Visible calls so that both guis are seen at the same time. The other game's gui went through a redesign, since I realized I was being too stupid and didn't need that many controls.

My final verdict: Yeah, more controls would be nice. I think it's popped a few times in the Wishlist threads. But I don't think it's priority. I'd much rather have more features and capabilities.


~Trent
PS-
QuoteWe tried higher versions, but then many things doesn't work anymore.
That means you probably got scripting problems. You should fix that, since you seem to be such a serious project.
#228
Not global script, he's talking about the Global Variables pane that can be found in the Tree on the right (or left) of the editor.

But I'm wondering why you're being told to even do that. Do you use door in any other room? If not, just keep it at the top of your room script.

~Trent
#229
General Discussion / Re: Geocities
Fri 24/04/2009 06:07:22
Uggg... The reason I hate Geocites the most is the ridiculous banner on the side. I don't mind top or bottom adds, I often scroll right past them, but the side one feels so intrusive.


~Trent
PS-LENZ FLARE5 F0EVA!!!!


#230
Quote from: NotTheRealVal on Thu 23/04/2009 07:42:41
I think it could work if there were guidelines like, "I need someone that can do [this] for this [specific] project, here is what has already been completed for it".
But those guidelines already exist for the RAT thread. Maybe not completely enforced all the time, but it doesn't need to be. If you do give specifics on what you need/have, less people are likely to reply (just look at J. Man's posts recently)

I'd like to add that I don't feel a sub-forum is needed. I'm involved with a project simply because I PMed the author and offered to help out. Now I'm the lead programmer, simply because I can script better than him. He didn't even post in the RAT.

And I offer my services daily in the forums. My strength is in scripting, and so I hang around and read every thread in the two tech forums, offering answers and suggestions when I can.


~Trent
PS-Have people forgotten the icons underneath the avatars? I generally don't trust the ones that click it, but don't put any more info, but those are a huge source of help. You won't be able to ask 'can you do the art of my game?', but you could certainly ask for help for specific problems.
#231
I don't see how making an XAGE room editor would be so hard? Granted, if you had tons of rooms it'd be a pain to go through and recreate each of them, but I'm gonna guess that games like that will have scripted features that XAGE (at this point at least) would be unable to replicate.

I don't mean to put XAGE down at all with this post, rather the contrary, I would love to port AGS games to the Zune :) (not an Xbox fan)


~Trent
#232
zombiecow's works great, another way you could do it:

Code: ags
function Speak (this Character*, const string message) {
  gActionBar.Visible=false;
  this.Say(message);
  gActionBar.Visible=true;
}


And then replace character.Speak with all of your character.Say calls.


~Trent
#233
I remember Dave popping up with this problem... and SSH coding that module. :)

I'm getting the feeling that Crimson will put the new bug tracker to good use.

~Trent
#234
To expand on Gilbot's suggestion, I'd say to set both in game_start, and then use a custom function that sets the global var and calls SetVoiceMode().

~Trent
#235
Spoiler
0. Stan
1. Laverne from DOTT
2. Loom PC
3.
4. Kyrandia?
5. The Tall Man
6.
7. Infinity String? Don't think so..
8.
9. FOTAQ chick.
10.
11. Indiana
12. Guybrush
[close]

Fun thread, would love to see some more (especially if you themed it--Lucas Arts, AGS, Sierra, Sci-fi, etc)

~Trent
#236
There's tons of free sound effect sites, just google and you'll find some.
[Edit]: Adding 'foley' to your search will get you some hits too.

~Trent
#237
You shouldn't have to script it in game_start, I believe those are listed in the properties pane when you have the inventory window selected in the GUI editor.


~Trent
#238
Advanced Technical Forum / Re: PathFinder
Tue 21/04/2009 04:02:27
Since you're programming an RTS (right?), a pathfinder should probably be on your to-do list. You could probably find some tuts online for various languages, to get the gist of it.


~Trent
#239
Depends, parody is considered that 'catch-all', but that's not really true.

~Trent
#240
Phew. *wipes sweat off forehead* I thought I was getting the silent treatment from the community.

I do agree with most of you, Photoshop is the program for me. But it is free and wanted to share with you all.


~Trent
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