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Messages - TwinMoon

#181
Critics' Lounge / Re: Comic Style Wiesn
Thu 26/06/2008 19:06:05
What GG said about the clouds.
They'd look fine in a painting, but not in a comic book.

The style doesn't remind me of Mickey Mouse comics at all, or they've changed the last couple of years.
It looks more like Morris when he did Lucky Luke (which is good).
#182
Just do a search on the forum itself. Search for 'copyright'.
There's people with a lot more knowledge of international law than I have.
#183
This has been covered more than once before, I think this is the gist of it:
It's illegal to use copyrighted content, but if you don't make any money from it they basically don't care. The worst that can happen is that they ask you to remove it from your website.
AND don't ask their permission, cause they'll say no.
#184
I think PauseGame(); is what you're looking for.
#185
Glad that it worked! Those picky parsers, always requiring every _ and ;  ;)
Ah, it's for Quest to End all Quests? That's very high on my my can't-wait-for-it list.

Anyway, if you want to import functions into every script, use the global header. It's in the "scripts" pane > GlobalScript.ash.
#186
EDIT: Removed my whining about how bad this game is. It was late, ok?


Mel is unhappy. He's just found out he's not considered an evil guy anymore.
What's to do?

Hm, why not threaten the world with nuclear bombs? Yes, that might do the trick.


Get it here
Or here for people who have trouble with FileFront.

(A walkthrough is provided for those who have trouble with the rebus, the codes, or the annyoing pixel hunt puzzle I put in there ;) The game is not tested, but follow the walkthrough carefully and you should not encounter crashes (maybe) )

Thanks to Jojoboy and Leon for bugreports!
#187
I somehow got the idea you're showing three inventory items vertically, but if I read closely you didn't say that anywhere.
If you're showing 3 items next to each other, my solution wouldn't work.

However, I have another idea:

function Lose_Inventory(InventoryItem *item) {
  player.LoseInventory(item);
  UpdateInventory();
}

UpdateInventory rearranges the inventory, so that might do the trick.


EDIT: Um... if this works it's more efficient to drop the whole function and do UpdateInventory() before you show the GUI. (Sorry, got distracted).
#188
(Intersting idea for a GUI btw.)

I can suggest a workaround: Use a custom function for loseinventory.

function Lose_Inventory(InventoryItem *item) {
  player.LoseInventory(item);
  invCustomInv.ScrollDown();
}

Every time the player loses an inventory item, call this function instead.


EDIT: It's completely untested, I think ScrollDown works since it goes to the last row. (which is one row higher, so ironically ScrollDown scrolls up here.)
If this doesn't work use ScrollUp.
#189
Well, I said I wanted to enter, so here it is: Writing History

My inspiration let me down a little, so I just made it into a writing excersise - using only indirect speech instead of the long confusing / confused dialogs I usually write.

728 words.
#190
(I'm using the latest version of AGS)

When I type the NAME the variable has in the Global Variables Panel in a module, it is shown in the dropdown menu.

You're not using SetGlobalInt?
#191
Quote from: Rd27 on Tue 24/06/2008 22:05:13
I tried the same method with 800x600 in mind ofcourse, but result was something unwanted :P

Like what? We're no mindreaders!

Just to be sure, in 800x600:
- the gui image needs to be 1599x1199
- the center of the circle in the image should be at 800;600
- place the gui at mouse.x-799, mouse.y-599
#192
Hm, nice game! I've waited 2 months or something for it, but first impressions is that it's one of those annoying addictive ones ;)

That practice mode sure is a handy feature.
#193
Check out this thread in the technical forum: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34887.0
It's a bug found yesterday, if you download the latest version of AGS the bug should be gone.
#194
Nothing against using ripped music / music from freeware sources; that intro to 5 Days a Stranger with the sliding tones was awesome.


I don't know what kind of mood you're trying to establish, but I'm guessing the first is a kind of scary / spooky soundscape.
It could use some structure, that will also help you make it longer:
You could have that vibrating bit go a note higher (or lower, just experiment).

The second one: Don't use that distorted guitar! It's awful! Please change it to a piano and tell me that doesn't sound a lot better.
The beginning is sort of scary, you lost me at 0:24 with the increased speed. If you're trying to create a sort of 'chase' use more and different drums. I like the drums at the ending though.


I've got some links if you're interested:

This is a nice site about the basics of music: http://www.musictheory.net/
They have clear, animated lessons. I recommend the lessons about Major and Minor Scales, the introduction to Chords and the Roman Numeral Analysis.

(Seeing how other people's music is written can also help a lot: http://www.harmony-central.com/MIDI/files.html has a bucketload of links.)

If you're writing soundscapes, you might not use progressions, but I think your music can be better with a better understanding of chord progressions: http://en.wikipedia.org/wiki/Chord_progression


I find it works best to just write some songs according to the rules so you can experience what happens.
Good luck!
#195
Mags as a checkbox instead of a category is indeed better, for the search option reasons Radiant put forth.

(and with extra option I meant checkbox of course, my mind needs a holiday I guess)
#196
But you still need a password to make the changes permanent.
#197
Thanks. Complaining does work ;)
#198
Ah, okay. Thanks for clearing that up.

My confusion comes from the fact that the category 'MAGS' still exists. ( My game is a short game, no debate there, but since the database includes MAGS games as a category in length, I thought it would be put in there. )


IMHO the category "MAGS" or maybe "Games made in competitions" or something should remain since games made with a deadline are different from normal games, and people have different standards for it.
At least as an extra option (like with commercial games) so people can include/exlude them from their searches.
#199
You mentioned earlier the game length featured is now gone, the reviewer will put it in the right category.

I think this is fine for short / medium / long, but my MAGS game "Dead of Winter" has been placed in the 'short' category which I don't think is right.

Any official person who can change this for me?
Also a checkbox to state you're uploading a MAGS game would be a good idea.
#200
Advanced Technical Forum / Re: Memory problem?
Sun 22/06/2008 13:35:14
For the record: I just downloaded 3.0.2 and opened a game I made in 3.0.0. There also was the "could not load sprite set" message when I tried to run the compiled game. Deleting SPRINDEX.DAT fixed it.

Ah, those forums. Always ready with an answer to every problem I have ;)

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