Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Trent R

#501
Because the script is read from the top to the bottom. But you're calling something that doesn't exist until x amount of lines down.

Just move the gMain_menu_Click function above on_mouse_click.


~Trent
PS-Are you sure you don't mean mouse.x and mouse.y, instead of player.x and player.y?
#502
Critics' Lounge / Re: Little Girl Walkcycle
Mon 16/02/2009 05:28:44
There's one frame that keeps bugging me, where her right arm jerks back. Or maybe that's just where the gif is looping, I can't tell.


~Trent
#503
Same as the normal scripting command player.ChangeRoom(18) . But since you're in a dialog script, you have to put spaces in front of it so that it knows it's a normal command, not something a character says.


~Trent
#504
Well, the scripting language is object oriented, but that'll only help if you know what that means. My brain's tired enough that I'll botch it if try to explain it.

But you can find the manual online here. And also on the wiki.
Have you tried opening it directly? It's called ags-help.chm in whatever directory you installed AGS into.


~Trent
#505
I'm in the same mindset as Ghost, as I was going to link to the mindmaps thread.

~Trent
#506
Quote
Also, you might want to try to edit the on_mouse_click function in your global script. I'll come back in the morning and post a script, cause I'm dang tired and I'll probably mess up anyways.
I was gonna post the first one that Ben wrote, which should work.

Quote from: Trent R on Sun 15/02/2009 09:30:40
Can't remember where it says it in the manual, but walkable areas have to be at least 3 pixels wide to work.
And I remember now. it needs to be at least 3 pixels for the pathfinder to work. But since you're walking from A to B in a straight line, you shouldn't need the pathfinder to kick in.

~Trent
#507
Can't remember where it says it in the manual, but walkable areas have to be at least 3 pixels wide to work.

Also, you might want to try to edit the on_mouse_click function in your global script. I'll come back in the morning and post a script, cause I'm dang tired and I'll probably mess up anyways.


~Trent
#508
Critics' Lounge / Re: First character sprite
Sat 14/02/2009 23:25:01
Looks great! I'm excited to see some idle animations for a guy like him.

~Trent
#509
Very cool, I like the entire thing and I feel it fits the theme.

I'd work on the hardback part and spine of the book.  The shadow of the pages looks odd, and the hardback has no depth.


~Trent
#510
Quote from: Vince Twelve on Fri 13/02/2009 21:36:41
One more note regarding lumping music/sound/speech together: Speech should probably be kept separate so we don't lose the ability to have a separate speech.vox for optional speech or multiple language packs.
If we had access to metadata tags, then you could specify which ones are speech, which are sound, and which are music. Then when you want the build the .vox file, it could search for files with those tags and only build them.

Actually, even if it's not metadata. If you could specify your own tags in AGS, it'd be good enough.

~Trent
#511
Dude, this is excellent looking. Now all we need is that Displacement plugin to come along so we can make the perfect underwater AGS game... :D


~Trent
#512
You can google for a video converter/encoder. Then just find and try some out until you get the preferred quality.

But since you're trying to debug why this problem is occuring, I'd say just make an XVid from Flash (even if it's crappy) and try it. If it doesn't minimize, it's probably a codec problem. If it does, it might be something else.


~Trent
#513
Don't have much to add, mostly cause I haven't used AGS's audio anyways, besides just reading manual entries.

However, I do think that there should just be a Audio namespace (accompanied by an Audio folder in the Game directory), rather than Music, Sound, and Speech. However, I think it would be nice to have subfolders within the Audio folder, so that you can seperate them that way for yourself (optional too).

Also, if you can implement Metadata into a Media manager, that would be the best! Even if just reading it at this point, and worry about writing metadata later.


~Trent
#514
That's just a problem with the current translation system. In the Tech forum, there's all sorts of suggestions on how to improve it for cases such as this, but CJ just hasn't gotten around to it yet.

As for 'workarounds', I'd say to translate it in the most generic form possible... which may not be possible. Also, you could go into your game and change some of the responses (and I don't mean to make them all specific, perhaps just more than there are now).


~Trent
#515
Quote from: OneDollarThe other thing I've been thinking about is the AGS Wiki, which (as keeps being discussed) is in a rather empty state at the moment. Writing tutorials that would fit into wiki articles might be helpful, but its a much more restrictive writing style. I don't think I could write a 'game from scratch' type how to in the wiki.
Although making a tutorial on the AGS Wiki would be best in wiki format, I think you should upload it onto the wiki anyways. I put up WYGIB on the wiki a while ago, cause it's still a good read (granted, not a tutorial).

Quote from: magintz> A video overview of AGS and it's features and functions. What various options do and where everything can be found. Perhaps an explanation of the AGS manual, forums and wiki to help eliminate RTFM replies.
Agreed, even though I wouldn't use such a tut.

As for a list of tutorials that need writing, there's a mini list in the RPG Sticky in the Beginner's forum.

Best of luck on which ever tutorial you create.


~Trent
#516
I think the Elder Scrolls series is excellent for adventure gamers. They're extremely open ended, and you can roleplay any character type you want. But also, it's not the same type of puzzles over and over (although Oblivion was a bit too FPSy)

Also, I think Text adventures have potential on cell phones. Granted, cell phone graphics and memory are getting bigger and better, but it has a freakin' keyboard already attached to the device. Besides, youth of today (including myself) are fast enough at texting/typing on their cell phones, so you wouldn't have to bother with a full QWERTY keyboard. You'd just need to recognize txtSP34K in the parser...


~Trent
#517
General Discussion / Re: Art collecting
Fri 13/02/2009 03:55:15
I have no idea, but I'd suggest reading up on customs departments of the involved countries (importing and exporting)

Also, you may way to ship somethings by sea, because that can often be cheaper yet slower. But since you'll be gone for a year, slower won't really matter.

~Trent
#518
General Discussion / Re: A laptop?
Fri 13/02/2009 01:59:51
Didn't read through the whole thread, will later.

But I will add that the casing of Acers suck. The laptop is fine, just the casing and ports and other pieces will fall out of place.


~Trent
#519
Try using the 'Export Transparent Image...' option underneath Photoshop's Help pulldown.

Also, I'd be willing to look at it if you upload your file.


~Trent
#520
If I correctly get what you're saying.... you might want to keep an array or struct filled with that type of data.


~Trent
SMF spam blocked by CleanTalk