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Messages - abstauber

#1521
Sorry if this has already been answered.

Has anyone already made a module for this?

My current approach would to use Monkey's stacks module for converting and saving the struct. But maybe one of you already has a way better idea ;)
#1522
The Rumpus Room / Re: Happy Birthday Thread!
Mon 10/05/2010 11:52:13
Happy beer drinking age, Dataflashsabot ;D (at least here in germany)

Also: Happy belated birthday Ascovel.

Sorry that I've missed that!
#1523
Almost everything? :D

Unfortunately your method didn't work with tiles.

    []
  []
[]

My biggest problem was to stop the player falling through the gaps between the stair tiles. But now we come to mention ist, movable platforms that lets the screen scroll were a pain too ;) Thanks to this official cry-thread I can finally tell you people :D
#1524
Just 2 more screenshots and I can at least see the ending ;D

But seriously, I'm finally seeing some light at the end of the tunnel.
#1525
Ramps in my upcoming platform engine, I've planned a few hours and it took about a week to make it bugfree.
It's still not 100% (argh!)
#1526
...so... beautiful...

It's hard to believe that you've done that in only one month. I even don't care that the puzzles are easy (or not existant), it's just a wonderful little story.


Oh, just one thing: I forgot to count, but how many times did the credits say "Steven Poulton"? 100 times or 10000000000 times? :P But that's actually my only grievance. ;) Technically spoken this is the best and most beautiful low-res stuff I've seen in ages.

Terrific job, guys and voice actors! 
#1527
You're not alone Leon, I still don't get it too. (or maybe you did now?)  I've spend 15 minutes on shifting this grid without any feedback... yes I feel that stupid ;)

Sorry Progz, I'm not smart enough for your game, even though it's very appealing. I actually feel like I'm 10 years old, don't know anything about the english language and try to solve Colonel's Bequest :D
#1528
AGS Games in Production / Re: AGS Footballer
Thu 06/05/2010 18:50:06
Hehe, your techdemo is already pretty fun, though I definitely miss sliding tackles.

Maybe you could also grap a copy of Sensible Soccer to make the controls a little more snappy - but hey, for AGS it's already cool.
#1529
Completed Game Announcements / Re: Dead Pixels
Thu 06/05/2010 18:43:37
Yay, finally found some time to play and finished this!

the graphics are indeed very good and the protagonist is absolutely great. On the other hand, the game itself is not :P Well, it's still amusing, but pixel-hunting and a missing hotspot label ruin it a bit.
#1530
hehe, I'm glad I've overslept most of the discussion ;)

@Ryan
Even though I don't think most people will notice, your approach looks quite efficient. I think I'll change those few lines.


@Khris
Yep, the tile size is fixed - at least on a per-level base. But is there a "sientific" fact to limit the rowsize? Could I run in some kind of buffer overflow?

Btw. I've also convinced Mappy to create a compatible tile output. So if PM keeps crashing I might simply switch the editor.
#1531
Well, I create them with an external map editor. That way I can have a new tileset per level, without the need to import and map all sprites over and over again.
In other words, those sprites don't exist in the sprite manager.

edit: yup, as Khris said :)
#1532
How would you store tiles which are going to be read by CreateFromExistingSprite:

a) all tiles in a row,  1 column
b) a few tiles in a row, a few columns

?

Lazy as I am, I'm doing method a at the moment, but could I get in trouble with a bitmap of 1600x16x8 ?

Thanks (as always)!
#1533
Looking great and might be useful one day.
Thanks!
#1534
Just took a look at Tomb Raider swinging on Youtube. It's indeed very slick and way better than ninja ropes at which I was thinking of. But maybe it's better to stay focused and first finish the basics.

If in the meantime anyone has a copy and paste solution, well that would be something else ;)
#1535
well, then just move that point down your priority list. That issue shouldn't be a show stopper, just change those lines after you get some scripting experience.
#1536
Oh *cough* yes... I guess that transputter must have messed up my reading abilities. I shouldn't post right after being annoyed ;)
#1537
err.. when voting deadline again?

I'm still stuck at the transputter and don't like to play too much titles parallel.
#1538
It is, you just have to alter the lines I've mentioned in guiscript.asc ;)
#1539
@Babar
Cool idea using power ups in a RPG way.
and if anyone is willing to teach me, how whip swinging could be achieved, I'll put it in ;)

What's also bothering me: you'll still need an external map editor. I suppose Mappy and Tiled might work, but I haven't tested those.
#1540
I also think the current approach is way more playable than the original.
But if you insist, you can edit the template at line 1261 (at least in version 1.2.1):

Code: ags

SetAction (eGA_LookAt);
location=GSinvloc;
if (ii.IsInteractionAvailable(eModeLookat)) {
  used_action = global_action;
  ii.RunInteraction(eModeLookat);
  SetAction(eMA_Default);
}
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