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Messages - abstauber

#1761
General Discussion / Re: Rating system
Wed 16/12/2009 10:57:38
QuoteSo why not mention your name? Afraid people disagree?
Anonymity saves friendships ;)

The pick of the month doesn't have to be anonymous, since it only praises. The panel however also slates.

@Calin
;D
#1762
General Discussion / Re: Rating system
Wed 16/12/2009 10:43:22
QuoteYou can't discuss the rating or comment on it. The comments on the games page are for the game, not the judgment.
And that is good.

Creating a game is hard work for everyone. You invest a lot of your free time, you do everything you can to please the gamers... but who am I telling ;)

There are a lot of games that aren't much entertaining but still interesting to see how time consuming it must have been.
Even if a game's terrible, it's still a great thing that it's creator made it.

But the rating panel's job is to forget all this. It has to rate the game from a casual gamer's position.. well, and the casual gamer has different demands.
When I show games to my friends, they usually prever the 4-cup rated ones (even though they don't know the rating). They don't know how much work it has been to finish a game, they just want to play a nice game. And the panel does great work finding these games.

Also, why's nobody complaining about not being the pick of the month? 


For getting your ego messaged, we have the game threads.  :=
#1763
Hey,

I'd like to add some gimmicks to my module, such as scroll button highlighting and push images.
But now I'm facing the problem that I don't know how to convince AGS to refresh the special drawing surface.

I've already found out that AGS refreshes the dialog surface, after:
* a mouse click occured
* a dialog option is selected, or better: if ActiveOptionID changes

Right now, I'm doing it this way:
In "dialog_options_get_active" I check for the highlighting. If there's a valid highlight for a scroll button, I set a dummy dialog option to active so "dialog_options_render" is being called AND the surface is being released afterwards.
In "dialog_options_render" I set the dummy option to inactive again and draw the highlighted scroll button.

But the drawback is that if you click faster enough, the dialog option is being processed before "dialog_options_render" chips in and deactivates it.

Do you have any other ideas to refresh this special dialog surface?

Thanks!  :)
#1764
Hmmm... if you can make into the highscore of my current game, I'll add it ;D ;D


And because of my cheesy attempt of surreptitious advertising, I'll add it anyway ;)


@Monkey
QuoteThe Character/Object-specific tinting I don't know a work around for. You might have misunderstood me.
Yup. I thought that you might have found a way of reading explicit tints. I've already added your updated functions :)
#1765
The Rumpus Room / Re: Happy Birthday Thread!
Tue 08/12/2009 08:12:02
Happy Birthday Jeroen (Dekker). Your moose avatar will not be forgotten ;D (if you're that guy from 2001, if not - still Happy Bday!)
#1766
Hi Rick,
this is some neat stuff. As I'm used to this kind of tools (javadoc and phpDocumentor), I'm pretty happy to see a doc tool for AGS.
Of course the extra work only makes sense for bigger modules.

I'll try to switch my custom dialog module to your doc style and see what happens :)
#1767
Hints & Tips / Re: Aeronuts
Mon 07/12/2009 09:41:04
Hey Ewianes,
Dialogpuzzles scheinen echt unbeliebt zu sein  ::)
Hast du's schon geschafft, oder brauchst du noch Hilfe?
#1768
Great game. I've finished this weekend and liked a lot.

You really put a lot of effort into the animations and the music is very good too.
But then I got stuck and had to "trial and error" myself through a passage
Spoiler
balloon+key+lightning = string ?!?!
[close]
Also I would have liked to kick more things...

Anyway, your game has a lot of a mature maniac mansion game. I'm looking forward to your next title.
#1769
@Victor
Quote
but....1995? 1942 was ported to 8-bit if my memory hasn't faded.
Yup, but didn't have cutscenes at all, just a (nice) pixelart endscreen for each stage. So I was referring to the cutscenes, starting to appear on the arcades in the beginning 90s, and later being ported to the home consoles.
But to be honest, I didn't do much research before I wrote this punchline ;)

QuoteAny chance of an extended version Abstauber?
Umm.. never say never again :D But I've neglected my other project way long for this game.
Although it would be fun to extend the game with a stage or two...  ::)

@ProgZmax
Cool  8)
It's really incredible, how much you have to polish an action mode until it is finally fun.
(now just somebody has to tell the rating panel :D ... of course not for the cup-score, that is already amazing)

@Steve
Yay, you're on the second place now!
Although you could triple that score in the arcade mode ;)
QuoteThe scene in the battleship drifting up and down slowly is genius.
Hehe, thanks. Actually most of the movement is from AGS-Invaders :D
#1770
If there will ever be a retail version of Aeronuts, I'll print your comment on the box ;D
Thanks for your nice words and welcome to the board by the way!
#1771
Hints & Tips / Re: Aeronuts
Fri 04/12/2009 14:39:48
@Ewianes
in rare cases you can't get past Rufus, no matter what you do.
I've uploaded a new version, in which that bug has been removed.

Sorry about this bug and the waste of time it has caused you (and possibly others). Anyway version 1.1 also has a much more polished arcade part, so if you have the time and bandwidth, please re-download the 15 MB. (pretty please ;) )

Dirk
#1772
Hey everyone! I've just uploaded v1.1 which adds a lot polishing to the arcade part.

First of all, thanks again for your bug reports. I hope I've fixed them all - or at least I've tried :D

Now the arcade-part has a very fair, pixel-perfect collision detection, so bullet dodging is actually fun again. You can also keep the space-bar pressed for autofire and best of all: bombs  :=

There's also an "arcade-only" mode you can unlock by completing the game once. After that you can directly access the arcade part, also all cutscenes are skipped. And for, that you'll need the bombs ;)

Quote from: ProgZmax on Sun 29/11/2009 03:21:20
Also, I think having the dialog pop up each time you're hit and resetting your position is far more trouble than any benefit it may provide because ...
Done :D
Speech is now in background and there's a shield, which keeps you save for about a second.

And the comma-count has been cut in half ;) Thanks for the proof-reading, Ben!

#1773
Quote...or come up with something with your own.
Yes, that means, that you  come up with something with your own. Which means, you can also write your own christmas related story. ;D

(and I don't care about political correctness... christmas christmas christmas!  := )
#1774
Here's a new beta
http://shatten.sonores.de/wp-content/uploads/2009/12/CustomDialogGui_beta1.zip

- added an option to scroll through multiple rows per click.

it's called like this:
Code: ags
 CDG.scroll_rows = 2


- added support for (semi)transparent backgrounds and antialiased ttf fonts. (Thanks Monkey_05_06)

So whenever you have a background image and set it's transparency above 0, this feature is activated.
Since it's just a workaround until the AGS supports this natively, there are a few drawbacks:


* Tinting is not supported (yet)
@Monkey_05_06: you told me, that this should be easy, but I have no idea, how to reproduce a character's tint.

* no walkbehinds

* no area lighting

Of course, these drawbacks appear only, if you have a character or object behind the transparent part of the GUI.
#1777
I've been following this tutorial to edit your background:

http://photoshopcontest.com/tutorials/26/displacement-water.html

And this came out:


I don't know what paint .net is capable of - so you might consider switching to a more sophisticated program. At least for creating your pond ;)
#1778
Why not searching amazon for christmas stories?
After you've found something interesting, look it up at wikipedia for the details :)
#1779
How about filling it with a water texture first and apply the gradient on top of that.

It's quite hard to judge, since the background is still unfinished.
After you've finished your background, you can add a reflection of the tree and the surrounding to your pond.

Last but not least, you could try Steve's awsome lake module :)
#1780
Nice work. Although the boss is really tough, I had fun blasting him away :D

@Ryan:
Attack early and stay close, then it's quite easy.
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