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Messages - WHAM

#2341
AGS has one of the greatest, most helpful communities I have ever encountered, which allows even a total newbie to learn to ropes with relative ease.
#2342
Thanks guys!

The commentary is mostly just randon mental notes I made, as well as some small story reveals (need to keep some things secret for the possible sequel). I'll try to get it uploaded tomorrow at some point.

@Pinback: I thought it would be fair to link to it since I opened this thread before the voting was done. =)
#2343
Three days before two moths have gone by and LaSol has achieved 1000 (one thousand) downloads! In perspective, my first game has made 2045 downloads in over 3 years. I think we are going in the right direction.

This success (in my books, at least!) has motivated me quite a bit and I'm hoping to do at least one more small project in the next few months.

Also: Due to the fact that this number of downloads was achieved in under two months, I will release (by the end of the month) a SPECIAL EDITION of LaSol. It will contain all the project files (all the code, graphics etc) for those who are interested in how the game was built (it's mostly nails and duct-tape), as well as adding a commentary track to the game itself (the commentary will stop the time, so don't worry about drowning if you listen to it) in which I can explain some things that you see in the game, what was going through my mind and how the story develops in the background.

That is all, for now! Keep your eyes peeled, as I might post a new "game in progress" in the coming three-or-four weeks!
#2344
Critics' Lounge / Re: Game concept graphics
Fri 22/04/2011 18:58:50
The glitch seems to trigger if two craters are above one another and the player moves from the lower crater to the one higher up, and even 200px range between the craters does not seem to make a difference for me.

I'll probably just work around this by removing craters that are too close to one another vertically, to save time.

EDIT: actually even moving a good distance horizontally and then moving up to another crater triggers the glitch for me. Drat!

EDIT 2: A "solution", I just removed the walk behinds from the craters. They might not seem as deep now, but the effect you built still gives them a good feel. Quick and dirty, just the way I like my solutions! =)
#2345
Quote from: Darth Mandarb on Thu 21/04/2011 21:07:32
A few years back I created some forum software (using coldfusion) and I addressed the issue of trolls as follows:

There's a 'flag' in the member's table called isTroll (datatype: date/time). ...

I think a system such as this would be a welcome addition and a great tool in keeping the forum's clean. As far as I have seen our admins are quite active and manage to do a good job overall, so using this kind of tool in a fair manner should not be too difficult. The internet has changed in the last few years, "trolling" and generally "being an ass" has become far more common and I think every site on the internet needs tools such as these.
#2346
I can feel a disturbance in the Force. It is as if the sacred AGS forums were being divided into two...

I dislike this.

Perhaps it is time to end this discussion here, before any true damage is done. If AGS forums' moderation does not react to suspected trolls, then this thinly veiled argument is pointless. I may not agree with the situation, but we can only demand so much from anyone.
#2347
Status update: I've got about 50% of graphics done, as well as about 50% of scripting done. I aim to get both of those numbers above 75% during the coming weekend.

I think I've already made the most difficult bits, now all I have left to do is to get a lot of tedious copy/paste to get all the aspects of the game working as intended.

Also: I believe I have  found someone new to do the music, and so far this seems to be starting up nicely. I might end up requesting a few days of extension, but I will do my best to avoid that situation on my part.
#2348
General Discussion / Re: DOS Emu for wii
Wed 20/04/2011 17:08:05
Quote from: Scavenger on Wed 20/04/2011 12:36:44
Anything but more shallow imitations of Squeenix's endless fare and Nomura's fashion disasters.

Hallelujah, brother! (or sister) Amen!
#2349
With 64 bit systems its usually a combination of installed software, hardware and a specific update that cause issues like you described here.

What I've seen is that there are a lot more BSOD and other issues with PC's using AMD processors than Intel ones. Why this is, I don't know, but I've seen the issues myself and have heard several people (tech supports from Lexmark, Brother and Asus) admit that drivers and other software have trouble with AMD machines quite often.

I usually recommend that the windows updates (and other sofware updates, such as Java and especially Adobe sotware) be set to manual and be manually done on a weekly basis. This way it is easier to detect when an update is causing issues and it is possible to rollback the updates using system state restore from safe mode.
#2350
Critics' Lounge / Re: Game concept graphics
Wed 20/04/2011 15:46:44
Looks like it's working like a charm. I had to move the part you had in repeatedly execure into repeatedly_execute_always, as I already use the repeatedly execute to detect keyboard inputs and when said inputs have stopped (on_keypress didn't seem to do the trick for me).

Thank you, again, Khris!  ;)
#2351
If we are talking about who I think we are talking about, there have been plenty of guidance, instructions and feedback to direct the person in the right direction. If things do not start to change, I think there should be some kind of punishment or something. Temporary ban?

If we are to wait for every troll to just grow up, I think it would be too lenient. The issue of Trolls on the internet as a whole has grown to critical proportions in the last few years, we simply cannot expect things to work out like they have in the past.

Perhaps I am too strict when it comes to this, but personally I believe that strictness and punishment are the only ways to truly discourage this behavior in the long run. The basic forum rules on grammar, behavior and such should be followed, or at least a true and proper effort made, instead of making infinite excuses.
#2352
That's pretty darn awesome, Khris. 8)
I'll see if I can implement (read: copy/paste) this code in the evening and get it to work. 65 lines of MAGIC!
#2353
The biggest reason I personally dislike this potential Troll we are discussing, and in my opinion the strongest proof of his/her trolldom is this:

To join the AGS forums you have to answer a few simple questions. To me it seems that if you are considered a troll or even a potential troll, you have acted poorly, and thus have broken the rules you agreed to abide to when joining the forums. Being unable to understand these questions due to language barrier / young age / impatience is no defense! If you were able to correctly answer, then you MUST have understood the questions. Thus there should be some type of punishment / reprimand to bring such a person "back into line" with the forum rules.

I still remember the day I clicked the "Register" button and saw the questionnaire. I was so happy to see that a forum existed where the mere act of joining required you to acknowledge certain basic rules, and saw this as a level of guarantee that this was, as it has been to me, a clean and friendly place.
#2354
Thanks again for the tips. It seems to work now, which means I will keep my hands off unless something else breaks it again.  ;D

If I can keep this pace up during the coming weekend, the game has hope of making the deadline! *cheers self on*
#2355
I know. I tried close combat with a friend of mine, but the PBEM multiplayer proved simply too unreliable and buggy. Saves kept getting corrupted etc.

Interested in trying out Combat Mission? I haven't been able to play for almost a year now and I got the itch again...
#2356
With that limitation the only way to do this would be to create a massive array of coordinates that have data on all the craters (30-50 per room) and then use the same regions on all craters, checking player coordinates and crater coordinates...

As far as I understand, this also gets quite work-heavy, so the deadline might prune it out too. As is often the case with creating code: there is no easy way out! =)
#2357
Couldn't fin a player_Interact() function, but after a little rummaging of the manual, found "cEgo.RunInteraction(eModeInteract);" and that worked like a charm! The bullets now detect impacts correctly and seem to kill the player quite nicely.  ;D

Now to do some other hazards!
#2358
That sounds like it might solve the problem and make the code a bit clearer too.
I'll try that out ASAP, that is, as soon as I can get myself to stay away from Portal 2 for more than 10 minutes.

Gotta go!
#2359
The below script SHOULD: move bullets (characters 1-10) that are NOT in reserve (ie. have a Y coordinate that is NOT -1) down by 8 pixels and then processclick on the bottom-mid pixel of the bullet, and then move up, clicking total of 8 pixels. After this, if the same coordinates that were clicked return the target name as "PLAYER" the bullet is sent to reserve.

What happens: The bullets are ALWAYS successfully sent to reserve after impact, but the processclick only seems to hit the player character occasionally, even though they SHOULD to my understanding be processing the same coordinate.

EDIT: forgot to mention, this function is run in global repeatedly execute.

Sorry for the messy code below, I hope someone can make sense out of it.
Code: ags

function enemybullets() { // A general check to see if any enemy bullets have hit the player
  while (MG2whiler <= 9) {
    if (character[MG2whiler+1].y != -1) { // IF the bullet is NOT in reserve
      character[MG2whiler+1].y = character[MG2whiler+1].y + 8; // Move bullet down by 8px
        int taa = 0; // Reset taa
        while (taa < 7) { // This while loop runs for 8 cycles
          // Process a click on the bottom-mid pixel of the bullet character. If click hits player, player takes damage. Bullets are not clickable.
          ProcessClick((character[MG2whiler+1].x + 1 - GetViewportX()), (character[MG2whiler+1].y - GetViewportY() - taa), eModeInteract);
          if (Game.GetLocationName(character[MG2whiler+1].x -GetViewportX(), character[MG2whiler+1].y -GetViewportY() - taa) == "PLAYER") {
            // If the character hit was the player, reset bullet position to reserve
            character[MG2whiler+1].ChangeRoom(player.Room, -1, -1);
          }
          taa++;
        }
  }
    // IF the bullet has left the screen, reset it
    if (character[MG2whiler+1].y >= 410) {
      character[MG2whiler+1].ChangeRoom(player.Room, -1, -1);
    }
    MG2whiler++;
  }
  MG2whiler = 0;
}
#2360
That might actually be worth looking into, deadline permitting.
Is there a limitation to the number of regions allowed per room?
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