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Messages - Vince Twelve

#1841
Code: ags
[img width=?? height=??]
http://somesite/image.gif
[/img]


Just put double the image's actual width and height in there!
#1843
Strazer and NetMonkey:  Devious and Deviouser.

...erm... let's say... respectively...
#1844
I'm doing the same thing in my game.  I named the video file to "random string of letters and numbers".dat .  Of course, the players who don't care about fun can open them and watch them as long as they can figure out to open them with a media player, which is quite simple.

To add another layer of masking, create a folder called data or something.  I guess you could even make it a hidden folder.  In this folder, place the game executable, the confguration file, and the videos, and whatever else is needed to play the game, then have the player use a shortcut from a different folder to play the game/use the setup.  Something like:

Supergame (folder)
|-Supergame (shortcut)
|-Setup (shortcut)
|-Manual (txt/html/whatever)
|-Data (hidden folder)
| |-Supergame.exe
| |-Setup (for reals)
| |-01laf.dat (video file)
| |-(more video files and other files)


Of course, the curious and the non-fun-liking people can still break this, but it's their own loss.
#1845
The new version looks much better, though I think the bark could still use a bit more of the vertical lines.

Also, I would give the base of the house a different color to make it contrast the background a bit more.

I would also like to see some more bushes or vegetation stretching along that back.  Anything that gives a visual indication that I can't exit to the north (unless I can... in which case it needs more visual indication that I CAN) so I won't waste my time walking around up there or run into an invisible wall.

Really looking forward to this project.  Looks amazing.
#1846
Quote from: Flukeblake on Sun 17/04/2005 04:37:36
constructive?

Quote from: The Dictionary
con·struc·tive (kn-strktv)
adj.

   1. Serving to improve or advance; helpful: constructive criticism.

"meh" doesn't exactly help the game maker to understand why you are indifferent to his game.  If you don't have any reaction to the game, why even bother posting?

Personally, I think the graphics are very cute and I love the expression on the guy's face as he gets sucked into the portal. (which is what I'm assuming is happenning in that screenshot.) I also love the fact that the other person in the room is playing video games and doesn't even notice.

Good work.
#1847
General Discussion / Re: I'm a-going to Japan!
Sun 17/04/2005 03:24:02
Well, don't fret.  You'll have plenty of opportunity to travel around Japan.  Unless of course, you have the misfortune of being placed on an island paradise with eternal summer, great beaches, scuba diving, great food, and a generally relaxed attitude towards life.  Then it's a bit harder to explore mainland Japan.  But... you quickly find that... well... you just don't care.

I haven't been back to mainland since orientation in Tokyo.  But I'm going back for a conference next month in Kobe and I'm planning on taking a few additional days off and getting a bit of sightseeing done.

Can't wait to find out about your placement, Kinoko.  Though I'll bet you're going batty.  Enjoy the wait! (as if you haven't had enough of that in this process)
#1848
You shouldn't have to play through the whole game every time you want to test some new code.  This is where some good de-bugging code comes in handy.

You can set the Main Character starting room to the room where you need to test the code.  You can use a debug command to jump to any room.  You can throw in some code of your own to quick set some Global Vars or get some Inventory items.  If you put just a little bit of time into that, you won't waste tons of time going through the whole game each time you add something new.

By the way, LOOOOOOVE the screenies.  Your style is excellent.  Can't wait.
#1849
General Discussion / Re: I'm a-going to Japan!
Sat 16/04/2005 02:15:39
Send me a PM Kandy.
#1850
General Discussion / Re: Who said That !?
Sat 16/04/2005 02:14:26
To quote Abe Simpson, "Oh, bitch, bitch, bitch."  Googling ruins the spirit of the game, I agree, but c'mon.  There hadn't been an answer in two days and it's not like I even gave an answer.  The quote author himself admitted that he had only put that one in to stop the competition because he knew no one would get it.

Let's all settle down and enjoy a little harmless game of "Who said that?"

Back on topic: I'm stumped.  Does anyone know the source of Fmrais'
Quote"There is no time, for if the future is present and the present is past. Time cannot exist."
or something like that  :)
?
#1851
General Discussion / Re: I'm a-going to Japan!
Sat 16/04/2005 01:38:48
Congratulations Kinoko!  I was worrying all week when we hadn't heard from you.  You're in for one hell of a ride!

Oh, and on the off chance that you get posted here in Okinawa... what do you say to Mittens '07: Tokashiki Island?

Congrats!
#1852


Booo...  Logical violence just doesn't have the same appeal as random senseless violence...

At least I can transform... that's cool.
#1853
General Discussion / Re: Who said That !?
Thu 14/04/2005 07:03:46
Quote from: Timosity on Tue 12/04/2005 11:43:22
Next: " My tongue I sometimes use to plug the lover I abuse"

I have no clue, but a quick Google search turned up a ton of really scary blogs... :o
#1854
Heh heh.  Great topic.  And great entries so far (I'll put an end to that streak). 

Here's my entry, entitled "Software Pirates vs. The Third Reich"






That was actually my second idea.

My first idea was that two Johnny Depps would be better than one, but the outcome sucked, so I decided not to post it.   Then, for some reason, I changed my mind.  Lucky you... or not.  (P.S. Thanks to babel fish for the undoubtably bad German.)



At least it has a happy ending.
#1855
Quote from: SteveMcCrea on Tue 12/04/2005 15:31:48
The default setup is retarded in my opinion. When you "invert" both axes of the camera movement in the options it makes a lot more sense - the mouse steers the character, just like a FPS.

Yeah, I immediately inverted both axes because, as you said, the default is retarded.  After inverting, moving around in open spaces feels quite natural and fun.  But that wasn't what I was talking about.

You have to fight with the camera when you get into tight spaces.  Even if you go into one of the little bunk houses, it's tough to see what you're doing because the camera doesn't always zoom into the house with you.

But more annoyingly, the camera always drifts back to the default zero-incline position.  This is terribly annoying when you're trying to run up a hill and angle the camera upwards to see where your going, but the camera wants to zero back to looking horizontally...  This makes it very difficult to see what's awaiting you at the top of the hill.
#1856
My useless two-cents-

The game was undeniably fun with an amazing array of well-designed, well-animated, characters each with their own interesting personality.  I love how the story is built into the game, with little bits of character popping out during the levels, especially in the case that netmonkey mentioned.

There are a few things that really bugged me, though. 

The camera, for one, is just as annoying, if not more annoying, that all the other 3D platformers.  I found myself fighting the camera many times. 

The "figments" are quite difficult to get sometimes because of how tough it is to get a proper sense of perspective on a 2D sprite (esp. a moving one) in a 3D world.

I wasn't sure of the point of the "mental baggage." I'm sure you learn later, but I didn't like the way too long cutscene of the bag chumming it up with the tag when you unlocked one.

This game requires far too precice of a degree of movement than four arrow (WASD) keys can give you.  I'm sure this game will be quite a bit more playable on XBox... too bad I don't have one.

A few of the platforming mechanics... most notably, swinging on the rods and tightropes, just didn't work out very well.  Too slow.  It took me a while to figure out to press 'F' to turn around.  Not very intuitive.

Finally, good god there's a lot of shit to collect in this game.  That may appeal to a lot of people, but I'm too obsessive compulsive to play a game like that.  I pay more attention to making sure I didn't miss anything than I do to having fun.  Not necessarily a fault of the game, mind you.  Just a way that this particular game doesn't jive with this particular gamer.

All in all, the game could be great, especially if the camera gets ironed out, but with the fast approaching release date, I'm afraid that's not going to happen.  Too bad.  There are a few things holding this game back from being up there with other comparable platformers like "Ratchet and Clank" and "Jak and Daxter" (one of those things being the comparatively tiny budget, but even ignoring that...) but the game has so much potential with the focus on story, great characters and dialog, and classic Schafer humor.

I hope it does well.  For the sake of proving to publishers that gamers like stories in their games.  Good ones.
#1858
Interesting site.  Take note, however, that if you use music from this site in a game, you have to release your game under the Creative Commons Attribution-ShareAlike license.  This means that anyone is free to download, copy, share, alter, and sell your game.  Of course anyone doing this is still required to give you credit...

I think it's a cool idea and all, but I'm not a big fan of giving others the right to sell my game.
#1859
AGS Games in Production / Re: Shadow Assassin
Mon 11/04/2005 05:04:45
Okay, okay... I trust you...

Sounds like you've got your coding work cut out for you.  Good luck.  I look forward to the awesome boss fights and mind-blowing story.

Graphics look pretty good.  I know this isn't the Critics Lounge, but if I may:  In the last SS, the main character is way bigger than that door.  Is he some kind of super-human?  And in your second SS, what exactly is that?  It looks kind of like a forested island floating in the clouds, but I'm not exactly sure.

This game must be pretty fun to play.  I mean, look how much fun that battle-hardened laser-eyed shadow assassin seems to be having!
#1860
Soooo... what you're asking for here is a way to do Sierra-style speech...

Sierra style has the character's portrait next to the text.

From the manual:
Quote
SetSpeechStyle
SetSpeechStyle (new_style)

Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. NEW_STYLE can be:
SPEECH_LUCASARTS     speech text over character's head
SPEECH_SIERRA        close-up portrait of character
SPEECH_SIERRABKGRND  close-up portrait + background window for text
SPEECH_FULLSCREEN    QFG4-style full screen dialog pictures

Example:
SetSpeechStyle (SPEECH_SIERRA);

will change the speech style to a close up portrait of the character.

So you're set!

EDIT:  Darn that Strazer and his speedy replies!
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