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Messages - Ultra Magnus

#241
I'm glad you like the GUI, but I've already changed it.
Not really in a major way, just made it more... logical.

The raster shading is the kinda greyed-out/spotted effect on the GUI in the second screen.
It's supposed to show that you can't use the buttons while somebody's talking to you.
It's gone already. :)
#242
Excellent stuff. Works a charm.
I thank you, kind sir.
#243
Thanks muchly, but wouldn't that mean that it's only visible while said inventory item is the current cursor mode?
How about swapping if (mouse.Mode == eModeUseinv && !gActiveInv.Visible) for if (player.ActiveInventory!=null), would that work?

Sorry, it's been a while. I've forgotten a lot of stuff.

Quote from: KhrisMUC on Wed 13/08/2008 16:48:54
Also note that a Popup modal GUI will halt the game (like e.g. the Quit? GUI), so switch its visibility to Normal, then put "gActiveInv.Visible = false;" inside game_start.

I had a feeling it was something like that, but I tried Normal mode first, and that didn't work.
I also think someone suggested using Popup in an old thread somewhere, but maybe not.
#244
Firstly, I apologise immensely for having to ask this, because I know it's been asked several times before, but I've been searching through and reading all the old threads and stuff ain't working.

Based mostly upon this old thread, I have made a new GUI (gActiveInv) with a button (btnActiveInv) set to PopupModal with a z order of 2, where the normal UI it will be overlaid onto has a z order of 1.

I want it to show up when an inventory item is selected (obviously), so...

Global Script:
Quote

function btnInvSelect_OnClick(GUIControl *control, MouseButton button)
{
  mouse.Mode = eModeUseinv;
  mouse.UseModeGraphic(eModeUseinv);
  btnActiveInv.NormalGraphic=player.ActiveInventory.Graphic;
  gActiveInv.Visible=true;
}


The selected inventory item becomes active, the cursor changes, but gActiveInv doesn't appear.
I've tried using (INV) as well, but nothing doing.

Help?

Thanks.

Version 3.0, by the way.
#245
I thank you, sir.

Yeah, the raster shading is one of the many things I need to... revisit before final release.

In other news: over 300 downloads of the demo!
That's through the games DB alone, not counting the direct link in the Completed Games forum.
I realise this probably isn't too many considering it's been available for 5 months, but I never thought it'd shift that many.
#246
Open winsetup.exe.
Check "run in window" option.
Save and run.
#247
The LazyTown game will be released in an episodic format! Yay!
This is because...
a) my plans for the game were getting so vast, and my procrastinating abilities so strong, that I probably would never have started working on the game again, let alone finished it.
b) I figured that, since half of my audience are going to be kids, a full game might have been a bit much for them in one big bite. Maybe I'm underestimating them, but whatever.
c) I'm lazy. Ironic, huh?

Plot
It's your first day in this strange new place called LazyTown.
You'll meet some of the residents, and soon find out that something is amiss...
Dun! Dun! DUNNNN!!!!

Screenie goodness


Old screens...


Progress diary
2008:-
* Feb. 28th(ish) - Downloaded AGS, started work on the game.
* Mar. 3rd - Released first version of the game's demo. Carried on working on it.
* Mar. 8th - Released second version of the demo. Carried on working on it for a few days.
* Mar. 12th(ish) - Decided to stop production until I'd fully planned the whole plot, puzzles, etc.
* Mar. 13th(ish) to Aug. 12th - Procrastinated a lot.
* Aug. 12th - Decided upon the new format, and started working on the game again! Yay!
* Aug. 29th - Scrapped the whole code and started again. Boo!
2009:-
* Jan. 17th - Started again again. Weh!
* Feb. 22nd - Completed basic "foundation" scripting.
* Aug. 3rd - Admitted defeat and asked for help with the dialogue.
* Sep. 9th - Received offer of help from smartgenes.
* Sep. 15th(ish) - Changed the main gui for the 17th time, with all the re-scripting that entails.
2010:-
COMPUTER DIED! :'(

But we'll be back.

Links
The demo's page on the database.
The demo's thread in the Completed Games section.
#248
General Discussion / Re: an art game
Tue 12/08/2008 18:09:56
Quote from: bicilotti on Tue 12/08/2008 18:00:09
Quote from: Akatosh on Tue 12/08/2008 17:09:06
A throughly rousing criticism of the "free" westernized world. I tip my hat before you, sir.

Indeed. For that reason the game will be presented at Cannes Film Festival in 2009.

Not the Cuppes Game Festival?

In other news, it wouldn't download for me.
I tried 3 or 4 times, but each time I just got an empty <0kb thing.
It happens sometimes.


Genius! Genius, I says!
#249
Quote from: Groklaw member ExcludedMiddleBut possibly the most interesting thing about the book is that it could not have existed without the Creative Commons. We gave away the original version from our website as a PDF, under a CC license that let people share it freely, non-commercial. Without this sharing, we would never have been noticed by Billboard magazine, who wrote an article about the PDF. This was followed by the Associated Press. And, next thing we knew, a publisher was interested.

I have a feeling that if you exchange the word "book" for "album", "PDF" for "MP3" and "publisher" for "record label", this is pretty much what will be in said book, in a nutshell.
#250
Okay, I've sent a PM to Mr. Head.
We'll see what he says.
#251
Quote from: matti on Wed 06/08/2008 13:54:23
I don't think I have time to make a new theme for a week from now. You either wait a bit or someone else starts a new competition..

Well, it's up to you guys.
Domino, do you want to take it, or would you rather wait?
#252
It is a pretty cool little game.

I agree with Leon, though, I was expecting the finish to be a bit... bigger.
Nothing huge, just something like...

Spoiler
The guy goes through all that trouble, but ends up waking everyone up anyway.
Especially after all the noise he made falling into the shed and fixing the ladder.
[close]
Overall, though, a good way to spend a few minutes. Well done.

Also, I spotted a typo: "comme" instead of "come" during the opening monologue.
#253
General Discussion / Re: AGS tips.
Wed 06/08/2008 21:41:30
If you get disenchanted, play an existing game that's similar to the one you're making.
Example:-
If your graphics suck and you start to think "nobody will want to play this", find and play a game that's popular despite having crap graphics.
If that game works, why can't yours?
#254
Quote from: subspark on Tue 05/08/2008 11:28:54
QuoteNow try to hit that small hotspot with that huge, flat index finger of yours
This is also true. Good point. I guess the sorts of games I imagine developing for iPhone would make heavy use of puzzle solving with the use of the touch screen's specific advantages. In a similar fashion to the Nintendo DS, puzzles that involve moving blocks, blowing dust off books and squeezing lemons would be a refreshing touch to adventure games. Unlike the DS, the iPhone is not currently shipped with a Pen device so in aggreement with Khris, making games the way we're all used to, with fine hotspots and character navigation would be very unintelligent. With these new ways to control our games (Wii/iPhone/DS) we are challenged to come up with new and creative ways to engage the player which would not work under conventional circumstances.

So, you're not talking about expanding the market by just being able to play ordinary AGS games on the iPhone, you're talking about making games specifically for the iPhone, which then would be closed to the PC market without the use of a touch screen.

Also, I've got ScummVM on the Wii through Homebrew, and the platform really does seem to suit the genre.
I think it'd be really cool to see AGS do the same.
#255
Right-o. Judgement time.

3rd place, for prettiness, goes to Ghost.
Pretty purple, nice translucent jelly effect, and a very clever little pun.

2nd place, for creativity, goes to Domino.
I like the way that the shape represents something that isn't actually there; the hole.

1st place, for creativity and prettiness, goes to Matti.
Screw the psychiatrist, I'll need to find me some protection!
Only then can I make sweet love to it.

Honourable mentions go to both abstauber and flbbd2fl for being very creative, but unfortunately it wasn't obvious what I was looking at.

Thanks for all the great entries, and congrats to the trophy-havers.
Back to you, Matti, to start the next one.
#256
Quote from: Ghost on Mon 04/08/2008 11:48:12
I know about the title/name difference, but isn't the "wock" just a shortened version of "wocky"?

Errrmmm... pass.
All I know is that the reverend Dodgson wrote "beware the Jabberwock", and so be it. ;)

Quote from: Ghost on Mon 04/08/2008 11:48:12
In OUAC2 the puzzles stay the same, but there are two ways to solve them. It's not that the story will change, though.

Yeah, I didn't expect the story to change, otherwise you'd probably have mentioned it as a feature.
However, different solutions = altered gameplay = more replay value than just playing the exact same game again.
That's a good thing.

Quote from: dirk delshire on Mon 04/08/2008 18:41:09
I've never even played the first game but this series looks very fun.

Then go play it, and report back.
#257
New entries! Sweetness!
I thought we'd had all the entries we were going to have a week ago.

There are 23¼ hours left until the compo's close, if there are any last minute stragglers out there.
#258
Woo, and may I say, hoo!

Looking forward to this one, especially the multiple choice solutions.
Should be good for replay value.

By the way, Jabberwocky was the name of the poem.
The titular creature was called the Jabberwock.
#259
FAUX TREES!

Gold, silver and... copper.

Some really good entries so far.
Keep 'em coming, people!
Feel free to do more than one if you have another idea.
#260
The Rumpus Room / Re: The MSPaint game
Thu 24/07/2008 20:08:19
Pro tip: all internet memes are retarded by definition.



Worst. Picture. Ever.

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