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Messages - TwinMoon

#21
I usually write slow, so this isn't the best story I ever did, but it might still be a little amusing. So, without further ado:


MODERN TIMES

"What's with the long face?" the old man asked.
"Hm?"
I stood in front of the mall and there were these three old men sitting there. They saw them sitting there every day, but I didn't really know them.

"Oh, my boss is being annoying. I work in advertising, and they asked us to make a new style for the company, you know, new logo's and stuff, but he's rejected four drafts so far, but they were excactly what he wanted. Why doesn't he just tell us what he really wants?
I really was glad to vent my anger, since Maureen was away on my free afternoon. I felt better already.

"Pah! You call that bad?" the thin old man snarled. "In my days we had to walk 10 miles to get to work. And we didn't work eight hours either! No sirree! We could only wish for such luxury. Lord, how we dreamed of working eight hours."
"Hm," I said, frowning.

"Pah," said the middle one, "that's still nothing compared to how hard our job was."
"Why, what did you do?"
"We sure as heck couldn't do any shopping. How we'd love to go shopping, buy some coffee. But we didn't have any fancy coffeebreaks, like you do nowadays. How we fought in the union to get coffeebreaks. But you've taken it for granted. The world's gone soft."
"What, from having coffeebreaks?"
"Meh, don't listen to him," said the fat one. "Going on strike for coffeebreaks..."
He shook his head.
"In my days we didn't have time to strike. We worked, that was all we did. Twenty-two hours a day. And we had to walk half an hour to get home and get some sleep.
An hour later we got up again to go to work. Those were the days... Not like today.
I tried to surpress my smile.
"Well, I've enjoyed your stories, even though I don't believe it all, but I must go now, or my icecream'll melt. See you next time."
With that I walked off.

The old men watched the young man walk to his car.
"Hmpf," said one of them. "We'll fool the next one."
"Yup. I think you pushed it with the twenty-two hours, Harold."
#22
Quote from: Makeout Patrol on Wed 22/10/2008 00:03:17
I suggest that we break it into two pages, and divide the checkboxes on the first page into sections so that it's not one massive wall of options - maybe one section per letter of the alphabet with a bit of blank space between them, just so it's a bit easier to read through, and not so difficult to plow all the way through.

I was just going to suggest that.

My idea would be to have one page where you select which games you played (divided into A, B, C, etc.), the second you could have the categories, each with a dropdown menu next to it containing all the games you selected.
#23
I think the problem is you have to rename it to "Sound2.xxx" (and put it in the Sound folder of your game)
#24
Well, if we really want to have an AGS encyclopedia / list of games, we'd have to promote the AGS Wiki more.
The effort of writing an entry for their game might put some people off, but if there would be a sticky in the "Completed Games" thread saying something along the lines of "AGS List of Games - add your own" with a link to the games section of the wiki, people might see it and think it's a good idea, when they're already adding their game to the "Completed games" thread.


A separate point: I don't know a lot about web design, but another account being needed for editing the Wiki will also put a lot of people of.
As I understand it, the wiki is a template from Wikipedia, so there are no solutions for this?
#25
Weeeeelll... ok.

If you can extend it until tuesday evening, I'll make some time.
#26
Damn.

I had this great idea of having this main character who complains about his job to three old men sitting on a bench outside of a mall, to which they reply with three overblown stories in which they brag about having had the worst job in the world.

But since it's past the deadline and I'm nowhere near completing it, I won't ask for an extension.

I will vote though ;)
#27
Hm, that's what I was afraid of. Thanks.
#28
Yep, it's not possible to edit the buildin components.

.gue was the format used by AGS to import GUI's. Unfortunately, from AGS 3.0 it's changed to .guf. So you can't use that module in AGS.  (FYI, importing GUIs is done by clicking the node GUIs in the editor).

But it's not difficult making your own, there a tutorial here.

#29
You mean like in DiscWorld?

Well, you can create an animated cursor by selecting the cursor and setting 'Animate' to true and assigning a view to the cursor.
You can set AnimateOnlyWhenMoving to true, so it will only be animated when moving.

I think that's as close as you'll get to what you want.
#30
"You can right-click the colour palette (in 256-colours mode) to export it to or replace it."

"Click the pulldown menu at the top of a script to easily navigate through it."

Not sure how to phrase this, but:
"Use #DEFINE to make AGS recognise a word as a value. Example: #DEFINE Left 1  will make AGS recognise the word Left as the number 1."
#31
The global messages editor has been taken out of the editor since version 3.0, AFAIK.
But you can avoid that message by using a custom inventory GUI, or just Pablo's module.

If you want your own "Quit Game" screen you can make one easily by creating a new GUI and putting a label and two buttons on it.
The 'don't quit' button should simply turn off the gui, for the 'yes quit' button use the code: QuitGame(0);
#32
The Fallen Legend demo is not in the games database.
#33
When I have a choice I usually pick the middle one to start with.

EDIT: The setting which is mostly called normal.
#34
Quote from: Stan on Fri 17/10/2008 14:46:27
Let's see when Fallen Legend (which has amazing graphics) will be included in the "Pick of the Month"?

It's not finished yet.
#35
Quote from: Stan on Fri 17/10/2008 13:57:49So here is like an old pub with old men who are talking about the old times?

Well, no, AGS is a pub with people saying: those old times were great! Let's create some more old times!

Just because something's in the past doesn't mean you can't enjoy it anymore.
#36
Quote from: Stan on Fri 17/10/2008 14:07:44Game authors who've done a release in 320x20 get more respect on the AGS forums, in general.
Well, if someone released a game in that resolution, I'd respect him/her.

But seriously, instead of being negative you could also have started a thread praising all those great 800x600 games.
#37
Actually, there is a lot of feedbacking going on in that thread. I don't see one thread with 0 replies in there.
And 2/3 posts in the last 24 hours isn't that bad, considering WiP threads don't get updated that often.

And I agree with SSH and Ben, instead of starting this thread, why not comment on some games in the WiP section?
#38
What I meant was when you hover your mouse over an option, it uses yellow to highlight that option.

Except when you're using a text window, then it uses the GUI's "text color" for that. Normal GUI's don't have a "text color" property, but the problem with text windows is that you can't change their position; they will always be centered.
#39
When the mouse is over a dialog option, the highlighting colour is yellow.
I noticed that it is possible to change the colour if you use a text window instead of a normal GUI, but text windows are always centered.

What I'd like are my dialog options at the bottom of the screen, but with a different colour for the item which the mouse is over.

Is there any variable I have missed or is this simply not doable? (without making my own dialog system)
#40
Basically, go to that objects events tab, then look for "Use inv on object". Double click that.

Then, put:

if (player.ActiveInventory == iKey) {
  oDoor.Visible = false;
}


(this will assume you used an inventory item called iKey and remove an object called oDoor from the room.)
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