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Messages - abstauber

#1481
I still wonder, why this happens. I know that it's not possible to create new files in the game folder, but modifying existing ones?
Does the default user have no write-permission at all?

edit
I just had a few tries myself and in Windows 7, right-click "run as admin" works perfectly fine. (AGS 3.2)

So how about modifying the installer and check if the user has admin priviledges. If the user hasn't, simply install the game to his/her user directory.

Here's a blog entry describing it:
http://www.kinook.com/blog/?p=53

I can also upload my just created AeroNuts Testinstaller if you like to take a closer look.
#1482
General Discussion / Re: Adventure?
Wed 26/05/2010 10:06:10
I bet Icey told his friends that this is a super cool place to post crap.
#1483
QuoteBe careful with what you say, I know where you live, and no aeronuts will be there to help you...

When you do what? Drink all my beer? Be my guest :D

Quotecomputer specs
Oh... a frame drop by 5 even on this system  :o  Oh well, at least it seems to be playable.
#1484
Woooot!
Downloading now!
#1485
Not getting hurt while sliding is also on purpose :) Usually sliding means killing the enemies, but that made the game far too easy.
On the other hand hurting the player is highly annoying, because you can't control the player during the slide. It would also mean that you can get stuck while sliding underneath gaps. If you like to change that behaviour, just take a look at the function TENG::check_player_coll()


* abstauber wants to talk himself out of the other few things too ;D
#1486
General Discussion / Re: AGS Shump code
Tue 25/05/2010 07:44:49
Very nice (once again) !

Somehow I get the feeling, that you're going overboard with the graphics and then ditch the whole project ;)

For example I could perfectly live with the flat coloured version of the player's sprite. I'm not even sure if the shaded one works better in a fast paced beat em up, as it might not be easily seperated from detailed (and shaded) backgrounds.
#1487
@Wonkyth
In case you also feel like explaining how you did pathfinding, you know where to find my ears  ;)
#1488
Thanks for the feedback!
I bet you've tried it on a 486 DX/2 66 with a Tseng ET4000 *cough* ...   ;D

Great that it runs smoothly, a little more infos about your system specs would help even more :)

Btw. the "slowdown" on the inventory is because the FPS function runs in a ordinary rep_exec and the game pauses while the inventory is shown. So this should be no problem.
#1489
Alright, thanks for trying. I'm glad that my game release will still take some time ;)

(damn those "new" OSes ;) )


Btw. has anyone already checked their frame rates?
#1490
I've recently read an article about Elite just before I've seen this module :)

Do you have any plans about a space opera?
#1491
Do you have a background image imported in your room? It can be black, it just has to be there.
#1492
Using batch files is a neat idea.

Once I wanted to write my own replacement, but then I couldn't decide which language/toolkit to use without have the player to install runtime environments.

So batch could come pretty handy - would this work with as a vista standard user?
#1493
The Rumpus Room / Re: Happy Birthday Thread!
Fri 21/05/2010 12:33:25
Alles Gute zum 26ten, Matti!
#1494
General Discussion / Re: AGS Shump code
Fri 21/05/2010 11:59:36
Hey hey, not messy at all. I only had a glimpse, but I liked it.

Plus, I had fun, destroying the boss again :) Hopefully on day you'll get this done (I'm much more in favour of this than another GoldenAxe beat em up)

Cheers!

#1495
Updated to 0.6 thanks to Kaputtnik, who did some great testing.

@Khris
JoyToKey would of course do the trick for most of us, but I'm afraid you can't sell it to the masses ;)
Not that I would have such plans, but for most casual gamers "plug'n play" is pretty important.
#1496
General Discussion / Re: AGS Shump code
Thu 20/05/2010 17:20:50
Messy but fun. The gameplay is great, so I'd like to learn your secret :)
#1497
But don't these tiles have to be redrawn anyway, as soon as the maps scrolls?
#1498
Hey Wyz,

thanks for the tip - I've adjusted my code.
#1499
Yeah, direct input would be cool indeed. At least this would put AGS in favour of Gamemaker 6 ;D

Anyway, somehow I regret that I made this family compatible concept art and not some blood dripping, cementary zombie bashing stuff :\ But maybe I'll safe this for a later game.

The few of you who had a try with this: could you tell me something about your frame rates? I'm a bit worried, that PlaTENG might be too slow for serious entertainment. I've uploaded a new version, featuring some bugfixes and a fps counter.

#1500
General Discussion / Re: AGS Shump code
Thu 20/05/2010 07:42:25
(and I'd die to know how Aboris did the Boss Fight in his game.)

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