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Messages - amateurhour

#41
Quote from: Snarky on Tue 30/10/2012 22:11:05
Disney does own Pixar. They bought the company in 2006, and the Pixar guys (Lasseter specifically) essentially took over the Disney animation department.

I don't know why I thought that deal fell through but for some reason I did... "*The More You Know..."

I'm completely on board for Disney owning the rights to Lucas property and making new Star Wars content, but I SERIOUSLY think that 1) They're going to axe most of the expanded universe stuff and bring everything back in house, as they did with pretty much ALL of the Marvel animation that was out at the time of the Disney acquisition, and 2) They're going to start all their comic book printing in house, which is going to force Diamond to rebrand itself. I'm hoping this means the return of the 90's indie comics mentality of publishing and more studios start printing their books through different sources, which will mean a short term increase in comic book prices but a gradual decrease and the expansion of comic book content on the market, but I'm afraid it's going to just give Diamond an even tighter grip on indie content and how it gets published.

What's sad about it is that Disney doesn't even need the comic book money. Comic book profits, trades and all, for the Star Wars IPs and Marvel properties would only amount to about 20-40 million a year, or roughly 1/4 of what they make in profits from one Marvel film, and a sub-par one at that. 
#42
Disney doesn't own Pixar. They worked with them on a 10 movie deal where they essentially split the profits, but that deal ended with Toy Story 3 I believe, maybe Cars 2. (whichever came first)

Here's my fear about this deal...

Disney could seriously screw over the comic industry with this deal if they pushed it. They DO have an in house publisher and a rather large one at that. They said early on when they bought Marvel that they'd still go through Diamond for their comic books, but trades would start to fall in house, and since trades are where the money comes from these days anyway, that made sense.

Now that they have an entire comic book publisher (Marvel), one of the big two no less, and about a third of the revenue from one of the big four (Dark Horse, who makes the Star Wars comics) under their belt, I wouldn't be surprised if Disney started putting out the comic books as well, and effectively put Diamond all but out of business.

Now that could be a blessing or a curse honestly, because Diamond has done all but make it impossible for indie books to hit the shelves in the last two years, by raising the bar for pre-orders by vendors to even get a book listed in their monthly catalog (an indie comic has to have at least (about) 3,000 pre-sales from  vendors before Diamond will make it), but I don't see indie comics being the thing that saves Diamond from going under when all it has under its belt is Image (which is mostly making money off of Skybound (The Walking Dead, Invincible) these days) and DC (which Warner is running into the dirt currently)

Comic books mean a great deal to me and I don't want to see Disney taking them for a joy ride because they bought the garage they're parked in...

Dark Horse released a statement to the press, it was very short, and gave off a tone of both surprise and worry.     
#43
I couldn't have gotten the demo working without the insanely talented help here in the beginners technical forum, so thanks!

I'm gonna put the demo up soon and make a thread for it, but I DID discover a game crash bug with a specific walkto/talk animation sequence I gotta fix first : )
#44
My wife and I were set up as exhibitors at the Geek Media Expo in Nashville, TN this past weekend and the Two Guys were featured guests.

I was actually nervous because I've spent the last two months putting together a little demo of an adventure game I've been working on (using AGS) and I had copies to give out at the show.

Mark Crowe (the artistic one) actually sat down and played the demo and was very polite and said it looked good, and we talked about AGS for a while and he had nothing but good things to say about the engine.

Seriously though, Mark Crowe played my game, and liked it. I tried not to fanboy, but it was a tough battle.
#45
Advanced Technical Forum / Re: Video problem
Thu 25/10/2012 22:41:46
are you loading the videos on a blank room or does it have a background?

I had an issue where I inserted a video and it stretched to full screen even though I didn't ask it to (I wanted to keep it at the default resolution) and I added a solid black image to the room background and had it play over that and it worked perfectly. I was using .ogv.
#46
General Discussion / Re: Echoes of The Nezhyt
Thu 25/10/2012 15:02:58
Keep working on it. Who cares if it takes you five years to finish it? That just means when it's done you'll be able to port it to a BUNCH of different platforms right? : )     
#47
The pages are indeed from whatever movie is being shown.

I see what you're saying about the logo. Honestly I just went with the fade in text because I didn't want it to be too closely related to the marvel one. I might make a few more changes though.     
#48
So I've had this idea that I wanted to have a cool intro video for the design studio my wife and I formed (Pink Pineapple Ink) (not to be confused with Pink Pineapple, which I think makes animated porn) and I really wanted to kind of pay homage to the Kyle Cooper MARVEL movie intro because it's just plain awesome.

So I designed this for my first game, which I'll be releasing the demo of (and making a thread for) in the next few weeks.

Watch it on YouTube

[embed=425,349]http://www.youtube.com/watch?v=-QTVFpI1FfY[/embed]
#49
Cool, thanks man!
#50
Hey, this is a dumb question, but I've looked at the manual regarding the playvideo function, as well as a few threads and the description is a little fuzzy of what it actually does. I'm running a 640x400 game and I've made a video in After Effects to play during the intro in my intro room.

The confusion is to how the video plays, and what the recommended file type is.

Does the video actually play in the 640x400 window or does it launch a separate viewer to play?

Also, is it best to use OGG for the video file, regarding licensing if I wish to sell a game (in the future)?

Sorry to make a thread for that, but the description of the command in the manual didn't really spell it out for me.

Thanks!
#51
I just made a title screen that does the job pretty well using a static image background with three hotspots for new game, load, and quit, and here's the code I used, if it helps.

Code: AGS
// room script file

function room_AfterFadeIn()
{
  Mouse.Visible = true;
  Mouse.Mode = eModePointer;
}

function hnewgame_AnyClick()
{
  player.ChangeRoom(2);
}

function hloadgame_AnyClick()
{
  gRestoreGame.Visible = true;
}

function hquitgame_AnyClick()
{
  QuitGame(1);
}


Note: The mouse visible was activated because the mouse, status bar, and icon bar are turned off during my opening credits cutscene (room) and I don't turn them back on until later, except for the mouse temporarily so that I can navigate the title screen itself.

It was literally that simple, unless I've done it wrong, but it works.     
#52
Thanks Khris, I see what you mean now about line six. I had just removed it, but I get that I need to add conditions for the other actions. It's working properly now.

Thanks man!
#53
okay, so I removed that bottom line and plugged the following code into the proper section

Code: AGS
      int mx = mouse.x, my = mouse.y;
      if (GetLocationType(mx, my) != eLocationNothing) {   // only show action over active area
        String action;
        if (mouse.Mode == eModeLookat) action = "Look at ";
        if (mouse.Mode == eModeInteract) action = "Interact with ";

        lblAction.Text = action.Append(Game.GetLocationName(mx, my));
      }
      else lblAction.Text = "";
  
  if (IsGamePaused() == 1) return;
}


When I run the game it works fine if I'm looking or interacting with something, but as soon as I hover over an active object or hotspot with the walk or talk icon the game crashes and I get a null pointer reference error, specifically for this line

QuotelblAction.Text = action.Append(Game.GetLocationName(mx, my));
#54
Onker, thanks man, I already got that working. I wasn't using the event button to set up my functions. It was simple in the end.

#55
Okay, so I combined Khris and Crimson's code for the custom text label on the gui and I'm getting an error.

Here's the code.

Code: AGS
function repeatedly_execute() {
  
  // Put here anything you want to happen every game cycle, even when
  // the game is paused. This will not run when the game is blocked
  // inside a command like a blocking Walk()

     
      int mx = mouse.x, my = mouse.y;
      if (GetLocationType(mx, my) != eLocationNothing) {   // only show action over active area
        String action;
        if (mouse.Mode == eModeLookat) action = "Look at ";
        if (mouse.Mode == eModeInteract) action = "Interact with ";

        lblAction.Text = action.Append(Game.GetLocationName(mx, my));
      }
      else lblAction.Text = "";
  
  if (IsGamePaused() == 1) return;
  lblAction.Text = action.Append(Game.GetLocationName(mx, my));
}


I get the following error.

GlobalScript.asc(74): Error (line 74): undefined symbol 'action'
which is on the last line before closing it out, the lblaction.text = action.Append line.

Thanks!
#56
I fixed it, I'm an idiot. : )

I was writing the function as click because I copied it from something further up in the code, instead of just clicking over to "events" on the button and writing it from there.

I am again, an idiot.

Thanks for all of your help guys. I'm churning away at this demo and I'm excited to be a part of the community here. I've been working on this game for the last few weeks and it's been a nice creative outlet.
#58
updated with current code...

Code: AGS
function btniconchuck_Click(GUIControl *control, MouseButton button) {
  Display("blah");
  if (player == cChuck)
    Display("You are already playing as me");
  else {cChuck.SetAsPlayer();}
}

function btniconcouch_Click(GUIControl *control, MouseButton button) {
  if (player == cCouch)
    Display("You are already playing as me");
    else {cCouch.SetAsPlayer();}
}

function btniconevan_Click(GUIControl *control, MouseButton button) {
  if (player == cEvan)
    Display("You are already playing as me");
    else {cEvan.SetAsPlayer();}
}


Basically none of that works. When I hover over one of those three buttons, and click, it just does nothing.
#59
I was just about to reply to this myself. I added the correct actions and it compiles now, but when I click one of the three buttons on the main icon bar up top to switch characters nothing happens. I even added a display ("Blah") under one of the buttons before the if else just to see if I was getting past the initial click and nothing worked.

So basically I hover up to the icon bar, click the "Switch to chuck" button, and nothing happens. The button is set to Function     
#60
okay, so I tried writing the code to switch characters. I have three buttons on the default gui up at the top and each button has a picture of one of the three selectable player characters.

I'm trying to set it so that when you click the button, if you're already playing as the character it displays a message saying so, else it will switch the character to the correct one.

Here's what I have

Code: AGS
function btniconchuck_Click(GUIControl *control, MouseButton button) {
  if (player == cChuck);
    Display("You are already playing as me");
    else (cChuck.SetAsPlayer());
}

function btniconcouch_Click(GUIControl *control, MouseButton button) {
  if (player == cCouch);
    Display("You are already playing as me");
    else (cCouch.SetAsPlayer());
}

function btniconevan_Click(GUIControl *control, MouseButton button) {
  if (player == cEvan);
    Display("You are already playing as me");
    else (cEvan.SetAsPlayer());


I'm getting a PEO4 parse error at ";" on the first if (player == cchuck); line. If I remove the ";" it gives me another error that it's expecting one.

What am I doing wrong?     
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