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Messages - abstauber

#1681
Yeah, touchpads are a pain and I'm spending way too much on the train. :)
#1682
Quote from: Crimson Wizard on Thu 04/02/2010 17:38:55
I am studying 9-verbs template and noticed some of the properties description in the properties schema are written in German. With all due respect to Deutch language, I guess it will be more convenient for international users to have them in English  ;)

Really... well, then I'd better work those parts over ;D
Btw. the international crowd might also appreciate a proof read manual...  ::)


----edit:
Alright, found it. Well, all those custom properties are not in use - it's save to delete them.
Thanks for the heads up!

For more template discussion, please have a look here ;)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38874.0
#1683
Exploration at night


Proudly drawn with a touchpad, featuring my typical "big-tree-on-the-right-composition" :P


Aimed emotion.. err.. adventuresomeness?
#1684
Quote... passive-aggressive numpties...
"Art people" are always somewhat special, I even start to believe that it's a psychological law (if those things exists) ;D

@topic
I think the innovation award is also commitee chosen to be more distinguishable from awards like "best gameplay".
It's also way more exciting ;)
#1685
Argh! Thanks for pointing my nose to that thread ;D

I hope I've fixed it now.
#1686
@Rulaman
Sorry, I've been in hurry when I've answered your post :)
If I get you right, you want the scrolling arrow to appear in the first/last line of the dialog. I think I've seen this on the gameboy before :)

But unfortunately the module doesn't support this. And if I write it in, text wrapping will definitely become a problem  :-\

So what you could do is to adjust the top/bottom borders when scrolling.

@General Knox
Thanks for adding the bug report to the tech forums. Could you try this beta and tell me if its good now?
http://shatten.sonores.de/wp-content/uploads/2010/02/CustomDialogGui_beta3.zip

I've also added the requested scroll arrow images, but it's still kind of experimental.

Code: ags

    CDG.scroll_btn_delay = 0.5;
    CDG.uparrow_img             = 123;
    CDG.uparrow_hi_img          = 122;
    CDG.uparrow_push_img        = 124;
    CDG.downarrow_img           = 126;
    CDG.downarrow_hi_img        = 125;
    CDG.downarrow_push_img      = 127;
#1687
QuoteThe thing that sucked was that until I tried to recover some of them once they were found, I didn't realize it wasn't a free product.

This one's free:
http://www.pcinspector.de/Default.htm?language=1
#1688
It is??

Well I'd better create a 1024x768 game and investigate. It just sounds a little strange that going fullscreen affects the screen coordinates which the module is "just reading"...
Anyway I'll take a look at it.
#1689
Hi Rocco, Rulman (doh!)

this should be possible. If you're using a fixed gui, this is no big deal since you have these options to control the arrow position:
Code: ags

  CDG.uparrow_xpos    = 189;
  CDG.uparrow_ypos    = 1;
  CDG.downarrow_xpos  = 189;
  CDG.downarrow_ypos  = 90;


If you're using auto aligned arrows, you can define their relative positions like this:
Code: ags

  CDG.auto_arrow_up_offset_x = 1;
  CDG.auto_arrow_up_offset_y = 1;
  CDG.auto_arrow_down_offset_x = 1;
  CDG.auto_arrow_down_offset_y = 1;  


Cheers!
#1690
QuoteReally? I was worried it would be too easy
I've been suffering from exactly the same disease ;D Fair balancing is really crucial in these type of games.

About the ammo:
Spoiler
I had to complete the rowing part completely without any ammo. Also I couldn't shoot anything in the ships wreck because I needed all the ammo for the queen. Even tough the queen did not hit me once I only had 4% health left in the end. So respawning enemies but not respawning ammo is a bad thing; ) At least if you have to visit the place more than once.
[close]

On the other hand - the limited resources gave the game an unexpected strategic component :)

It's still a cool entry.
#1691
Haha, this really reminds at all those shareware cover disks from the 90s :) Unfortunately also the difficulty level.

Seriously, does this game has an end?!
Spoiler
I've fought the queen on all 3 spots (and the first again), have no lamp oil, not ammo and 5% health. And yes, I'm playing on whimp :P
[close]

Please give me cheats

PS: Cool graphics, great music, good gameplay and unbeatable hard for me at the moment.

---edit:
Ha! I'm through!

Great entry with a frustrating but somehow fun and challenging difficulty level:)

Spoiler
Although I would have had more fun if the resources wouldn't  be so limited. Come on, about 33 bullets for the final boss in wimp mode?!
[close]

Also this game also reminds me at Night Hunter which I liked very much too, even though it was unbeatable hard ;)
#1692
Quote from: Ascovel on Mon 25/01/2010 20:20:51
Quote from: Dualnames on Mon 25/01/2010 19:09:59
Quote from: [ Arj0n ] on Mon 25/01/2010 17:39:38
Quote from: markbilly on Mon 25/01/2010 10:11:49
Quote from: abstauber on Mon 25/01/2010 09:53:11
Great to know that there are so many of you low-res supporters out there!
You can add me to that list! This is looking better all the time, good luck with it! :)
Me too, low-res is a-w-e-s-o-m-e

Triple quote it, but yes, add me toooooo!

ShattenReyze converted me to low-res after a foolish high-res period! :)
Argh, don't tell me Franko's getting the axe!

But wow, this support is awesome 8)
#1693
When's the deadline?

And does it matter if the screen is actually going to be used in game?
#1694
Great to know that there are so many of you low-res supporters out there!

Thanks you two :)
#1695
Seems like Devin's a big Ikea lover ;D

Good luck with this!
#1696
Hehe - yeah I should have read your post properly.
#1697
Sure it does. It doesn't have switch-case, but the "IF" feature is there since day one :)

This is from the built in AGS manual.

Quote
if, else statements

if ( expression ) {
statements1
}
[ else {
statements2
} ]
If expression is true, then statements1 are run.

If expression is not true, and there is an else clause present, then statements2 are run instead.

For example:


if (GetGlobalInt(5) == 10) {
  Display("Globalint 5 is 10.");
}
else {
  Display("Globalint 5 is not 10.");
}

In this example, the first message will be displayed if the return value from GetGlobalInt(5) is 10, and the second message will be displayed if it is not.
if statements can be nested inside else statements to produce an "else if" effect. For example:


if (GetGlobalInt(5) == 1) {
  Display("Globalint 5 is 1.");
}
else if (GetGlobalInt(5) == 2) {
  Display("Globalint 5 is 2.");
}
else {
  Display("Globalint 5 is not 1 or 2.");
}

#1698
Hi Lea,

I've already spotted your game in the download stats :)

Congrats on reaching the finals as well!

It's always most impressive that people can make games without asking even one single question on the boards ;D
#1699
I'd find it usefull if you would join the Grafx2 project :P :P

Honestly, that pencil tool is really cool - I wish some "serious" program would implement a pencil like that.
But to be even more honest... I bet this baby is going to be abandoned before it's reaches a stable state.
I'm afraid that you might loose interest ;)

Anyway, it's totally incredible what you can squeeze out of the AGS script!
Terrific!
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