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Messages - Vince Twelve

#721
When creating accounts to periodically bump your game's threads in the completed games and hints and tips boards, you should probably not make them rhyme so that it isn't so obvious.
#722
Quote from: Miori on Fri 24/04/2009 13:44:53
Our game works only with  AGS Editor .NET (Build 3.0.2.44) v3.0.2, June 2008. We tried higher versions, but then many things doesn't work anymore.

You should know that any changes to limits that go into AGS will only be applied to new versions, and not to 3.0.2.  So, if you want to take advantage of them, you're going to have to get your game working in the new version.

I can feel your pain on this as my game is also stuck in 3.0.2 because I was taking advantage of a bug that allowed high-res fonts in low-res games.  And there are a number of new features that I would love to be using, but I just make do.

Quote from: Miori on Sat 25/04/2009 22:04:18
But i think today's games should be more animated. For example if Specky should push a button that is over his head he jump to press it, not like Zak McKracken, Maniac Mansion and all the old adventures where the character only stands and suddenly the button is pushed.

I feel the same way, and am putting in animations for nearly every action in my full-length game as well as tons of sprites for room animations.  I have one room with 511 sprites of background animation.  The room seen in this video uses only 161.  Plus, four playable characters = lots of sprites.  And still, I don't think I'm going to wind up knocking on thirty thousand's door.  I might hit half that, but I doubt it.

I took a look at your demo, and I don't see anything that would indicate to me that this game would be any more likely to hit the upper limit than any other AGS game.  Of course it is just a demo.  If you do hit 30,000, though... more power to you!  Hopefully, you can get updated to a new version with a higher limit.
#723
General Discussion / Re: Geocities
Fri 24/04/2009 15:18:41
No Trent, NO!  My eyes!!!
#725
General Discussion / Re: Geocities
Fri 24/04/2009 01:56:02
Ah, good ol' Geoshitties.  My first website was a Geocities website (it was an X-Files episode recap site), and even then (this must've been 1996) I remember it as being a hive of scum and villainy.

It was also where I started building my first adventure game!  It was really more of an illustrated choose your own adventure game.  Or at least it was going to be, but I never finished it.  I think I forgot the password to the page or something.

I googled it recently, and was surprised that it still actually exists.  Here it is:

Virtual Utopia

Waring: LENS FLARE!
#726
General Discussion / Re: Programming
Thu 23/04/2009 22:08:22
You guyz have obviously been bought out by Micro$oft.  Or should I say, MicroSUCK! Booyah!  C++ FOREVS!!1!
#727
General Discussion / Re: victims of recession
Tue 21/04/2009 18:19:34
Ack, that sucks SSH.  Do you have any plans?
#728
The Rumpus Room / Re: Happy Birthday Thread!
Tue 21/04/2009 00:12:47
Happy BDay ManicMatt!
#729
You could use a custom variable and just count it down in repeatedly_execute_always.

Code: ags


//in header
int timer21=-1;

//in whatever function you need to use to set the timer
timer21=1000; //equivalent to SetTimer(21, 1000);

//in repeatedly_execute_always
if(timer21>0) timer21--;

//in whatever function you need to use to check the timer
if(timer21==0){
  timer21=-1;
  ...
}
//or
while(timer21>0){
  Wait(1);
}
timer21=-1;
...
#730
Let's walk through your code.

Code: ags

function room_Load() {
  if (oopendoor.Visible == false) {

Here we use two equals signs because you're checking if one equals the other.  You can read it like "Is the 'Visible' property of the object 'oopendoor' equal to false? If so then:"
Code: ags

      (ocloseddoor.Visible == true)  

This is wrong.  You're using two equals signs.  This would mean. "Is the 'Visible' property of the object 'ocloseddoor' equal to false?"  But that's not what you want to say.  You want to say "Set the 'Visible' property of the object 'oclosedoor' to false."  To say that, we just use one equal sign.  And we don't need the parentheses around it.  Here's the correct code:

Code: ags


function room_Load(){
  if(oopendoor.Visible == false){ //Is opendoor visible?  If so, then:
    ocloseddoor.Visible = true; //set closeddoor to be visible and
    RemoveWalkableArea(2); //remove the walkable area.
  }
}


Read the comic, it speaks the truth.  And here's a handy little way to help you remember:  If you're using two equals signs, then you can flip the left and the right side and it still has the right meaning.

For example
     x == 6
has the same meaning as
     6 == x

They both check to see if the variable 'x' is equal to 6.  If so, they both return 'true' and if not, they both return false;

But you can't flip the sides when you're using one equal sign.

     x = 6
would set the variable x equal to 6, but
     6 = x
would try to set 6 equal to the value of x, but since you can't change what 6 equals (it's not a variable), this would produce an error.
#731
Anticipation... rising...

Unable... to type... without... ellipsis...
#732
* VinceTwelve adds pirate sex minigame to Resonance
#733
Quote from: Privateer Puddin' on Fri 03/04/2009 23:19:37
QuoteMy parents found out about this via google

Do your parents sit on google googling your name?

It's not so weird.  My parents google Erin twice-daily at least.


...I just wish they would pay attention to me...  :'(
#734
Yeah, the inability to read outlined .ttf fonts on busy backgrounds because of the too-thin outline is the reason I decided to build a speech bubble system into Resonance so that the fonts were always on a plain background.

The ability to customize the auto-outline would be ideal, for me.  Being able to change the thickness and the color would be sweet.

I wouldn't be able to use it in Res, but would definitely make use of such a feature moving forwards.  Especially if the outline was anti-aliased.
#735
@Ben304:  Thanks!  I'm glad that the work going into these screens and interfaces get noticed and appreciated.  I'm sure everyone on the team is glad as well!

@ProgZ:  :-[ Heh, I was waiting to release the next alpha till after you were all done (or almost done) Convergence-ing! 

@Crazy: Thanks, I'm looking forward to it too!

@Dual: I'm glad you pointed out that I'm not paying you, because If I were paying off bloggers, my team members who are not being amply paid or not paid at all might get jealous.  :P
#736
Finally got around to playing this game and found it delightful!  You're putting out quality games faster than I can find time to play them.  Fun and varied puzzles, delicious backgrounds and animations, a kind of Zorkish feel to the writing... All around awesome!  Nice job Ben!  Looking forward to more!
#737
I'm glad you guys all feel that the game looks worth the small fee to play!  I appreciate all your comments!

@Puddin and Peder: Thanks!  She is enjoying America!

@Garage: You know, the mouse wheel for scrolling is always something I intended to include but never got around to doing.  I'll definitely have that in there.  Though, personally, the autoscrolling has been so perfectly tweaked (you'll notice that it's slightly elastic in the video) that it just feels so natural and perfect, I'm not sure if anyone will ever end up using any of the other options I'm throwing in.  But choice is always good!

@Spike: Glad you're liking it!

@rbaleksandar: Thanks.  I AM lucky!

@Dual:  Thanks for your blog comment (and the one you posted a week or so back).  And thanks for the blog post!  I'll definitely be asking the generous forumites to help me spread the word of this game upon release in lieu of an advertising budget!  So I'll be counting on you and SSH!

More updates coming daily(ish) on Twitter and the blog!
#738
Sorry for the double post.  Just bumping to point out the new preview video!  Enjoy!

#739
I'd love to include a poster (signed?) with a hardcopy of the game as kind of a collector's edition.  I can't really make any decisions on that until that time gets closer though.

The voice acting question was handled vaguely a couple pages ago.  Basically, the main line of thought on this is that the spoken lines will have voice acting and the internal dialog (like the characters thinking to themselves "It's a door" etc.) will just be text.  So, speech bubble=voice acting, thought bubble=no voice acting.  Probably.
#740
Sweet!  Glad you got it, Nik!
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