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Messages - arj0n

#1881
Hello there,

I have a question concerning my game Blockz, which I slowly picked up working on again.

This is a screeny:


You can play a level and earn a trophy.
You can replay a level in order to try to get a better trophy unless you finished it already with the best score possible
Each move will be shown with a number that counts up per move. (Only real moves will be counted, so when clicking a block that can't move: it will not be counted as a move)

The number of moves you take will be shown in the 1st line
If you have beaten a level you get a trophy. Which one (eg. gold, silver, bronze) depends on how much moves it took you to solve it. This trophy will be shown in the 3th line.
If you are replaying a level in order to beat the trophy (and therefor score) you got for that specific level, the trophy you already have earned for this level will be shown in the 2nd line.

The 3 lines (in a gui):
Number of moves: <nummer of moves>
Previous earned trophy: <name of trophy>
Current earned trophy: <name of trophy>


Since English is not my native language I would like to know this:
What would be really well fitting names for the 3 labels ("Number of moves:",  "Previous earned trophy:" & "Current earned trophy")?
I'm not really satisfied with how I have named them now...

Thanx.
#1882
Quote from: Crimson Wizard on Fri 05/08/2011 17:41:55
Regarding AGS ones... few "Shifter Box" themes were wonderful (don't know their titles).

I also loved an opening in "5 Days A Stranger", but I think it was taken from RPG Maker - as author stated in a readme (or wasn't it?).
Shifter's Box [Guitar Grandeur Soundtrack] [2009] tracklist:
  • box-barrage,
  • boxed version,
  • box inside of boxes,
  • box-office,
  • chocolate-box,
  • heavyweight-boxing,
  • p-o-box.

    The music from "5 Days A Stranger" was indeed taken from RPG Maker.
#1883
Thanx for the tip, I'll try it out!
#1884
Very nice one Tabata.

Ghost, that dangerous angry ninja penguin looks so sweet  ;)
#1885
Critics' Lounge / Re: [WIP] Character for game
Fri 05/08/2011 15:03:37
Cool.

His head, neck and arms are not quite the same color... His head looks more yellow then the other two parts
#1886
Quote from: NickyNyce on Fri 05/08/2011 13:01:26
This AGSonusFunestusSaurus is not extinct......She makes me dinner every night!!!!
And yes...the ultrasonic high pitch screech is deafening
not extinct...? ...onoes!!



Nice design Darius!
#1887
The Rumpus Room / Re: *Guess the Movie Title*
Fri 05/08/2011 13:01:39
Chuck the plant the silent witness?
#1888
May I present you all an ancient 100% biological weapon:

the AGSonusFunestusSaurus



This was the first ever Sound Gun used in ancient times when the Neanderthal did roaming around.
Like the modern Emu, it had no real flying capabilities but it could run like hell.
When in the Neanderthal men where in war with other tribes they carried this weapon-bird to a tactical point near the enemy but out of reach of their spears.
Once the bird noticed an enemy it was able to create a terrible sonic and ultrasonic screech, hurting or killing the enemy.
Why it never attacked it's own tribe people? the "never bite the hand that's feed you" principle...
(although some people believe these bird-carriers placed some sort of better-safe-then-sorry-resin,
prepared by a secret formula, in their ears making it impossible to hear the screeches...)

It had 3 levels of screeches having 3 different effects:
  • The sonic bullets:
            Injures the enemy - causing deafness which took away tactical communication possibilities
  • The sonic grenade:
            Incapacitate the enemy - causing serious nerve-system damage and therefor immobility
  • The ultrasonic cannon:
            Kills the enemy almost instantly - with a 100% guaranty

    It also has 1 secret weapon:
  • The snot mines:
            Injures the enemy very slowly but very deadly, it could shoot snot mines with an incredible hit range.
           It's snot contains a certain high level form of sulfuric which slowly melts down the skin and other soft tissue leading to a very slow and painful death...
           This secret weapon was very convenient when this dino-bird was suffering from a temporary soar throat after many quick attacks :D

    Although this dino-bird is surrounded by mysteries, one thing is sure: I'm glad it has extinct.


    EDIT:
    forgot to mention: this is not an official entry, made it just for fun (and to encourage more entries from others...  ;))
#1889
more entries please, so we can form a 'the expendables' team  8)
#1890
The Rumpus Room / Re: *Guess the Movie Title*
Thu 04/08/2011 18:34:23
me neither  :o

#1891
The Monkey Island 1 theme must have had quite some impact on me cause nowadays I sometimes still have moments that I start humming it out of the blue.  :)
#1892
Cube... definitely!

Fear-paranoia-suspicion-desperation
#1893
No, this is the Tiger Woods version...
#1895
Quote from: antipus on Tue 12/07/2011 19:42:02
If I wasn't such a stinking perfectionist, this game would have been out last year.
But wouldn't be so beautiful as it is now.



Can't wait to see it with it's final intro and outro  ;)
#1896
Running a game in 640x480 16 bit and higher results in stretched backgrounds and objects and no side border.
System1:
Graphic card: nvidia Geforce GT 220
Maximum resolution: 1920x1080
Monitor: LG 20"

While running the same game using the following hardware works fine:
System2:
Graphic card: nvidia Geforce GT 430
Maximum resolution: 1600x900
Monitor: Samsung SyncMaster BX2231 (22")

So checking for system 1:
This works fine:
Game in 320x200 & 320x240 8-bit fullscreen in combination with desktop resolution 1600x900:
Game in 320x200 & 320x240 8-bit fullscreen in combination with desktop resolution 1280x1024:

These combi's goes wrong, stretched stuff and no side borders:
Game in 640x400 16 bit fullscreen in combination with desktop resolution 1600x900:
Game in 640x480 16 bit fullscreen in combination with desktop resolution 1600x900:
Game in 640x480 16 bit fullscreen in combination with desktop resolution 1280x1024:
Game in 640x400 16 bit in fullscreen combination with desktop resolution 1280x1024:

So the problem is only in 640x480 and higher (640x480, 800x600 & 1280-1024) in 16-bit & 32-bit.

Partial DebugView logfile info:

Game: 640X480 16bit -  desktop : 1600X900  full-screen:

[4000] AGS: Init gfx filters
[4000] AGS: Init gfx driver
[4000] AGS: Switching to graphics mode
[4000] AGS: Widescreen side borders: game resolution: 640 x 480; desktop resolution: 1600 x 900
[4000] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 853 x 480 anyway
[4000] AGS: Attempt to switch gfx mode to 853 x 480 (16-bit)
[4000] AGS: Failed, resolution not supported
[4000] AGS: Attempt to switch gfx mode to 640 x 480 (16-bit)
[4000] AGS -- InitializeD3DState()
[4000] AGS: Succeeded. Using gfx mode 640 x 480 (16-bit)
[4000] AGS: Preparing graphics mode screen
[4000] AGS: Screen resolution: 640 x 480; game resolution 640 x 400


Game: 640X480 16bit -  desktop : 1280 x 1024  fullscreen:

[2168] AGS: Init gfx filters
[2168] AGS: Init gfx driver
[2168] AGS: Switching to graphics mode
[2168] AGS: Widescreen side borders: game resolution: 640 x 480; desktop resolution: 1280 x 1024
[2168] AGS: Widescreen side borders: disabled (not necessary, game and desktop aspect ratios match)
[2168] AGS: Attempt to switch gfx mode to 640 x 480 (16-bit)
[2168] AGS -- InitializeD3DState()
[2168] AGS: Succeeded. Using gfx mode 640 x 480 (16-bit)
[2168] AGS: Preparing graphics mode screen
[2168] AGS: Screen resolution: 640 x 480; game resolution 640 x 400

Both ways results in a stretched screen with no side-borders...

Now I'm left with one question: (for system1) is the problem the graphic card or the monitor?

(if someone wants to see the 2 log files completely I can post them too.)
#1898
Quote from: EnterTheStory (aka tolworthy) on Wed 03/08/2011 14:45:39
The Count of Monte Cristo will be released at the end of this week, just as soon as I get the demo version made and do other housekeeping stuff.
But this is the Complete Game Anouncement.... ???
#1899
Quote from: +monkE3y_05_06+ on Tue 02/08/2011 00:25:45
You just need a test-based list of the room descriptions, matched to their respective ID? There's not currently a built-in method, but it would take about 5-10 minutes to write up an editor plugin to add that function...seems somewhat limited and specialized in purpose, but feasible if you needed it.
Yes, that's what I'm looking for, just the room descriptions matched to their respective ID.

Quote from: Wyz+ on Tue 02/08/2011 01:10:44
Well, the descriptions are stored in the Game.agf file. If you open it in notepad or another plain text editor and search for <Rooms> you will find the complete list. If you're handy with XML you might even write something that can strip it out, it's not that much work I guess. Ik hoop dat je er wat aan hebt. :)
Ah, thanx Wyz. Ik denk dat ik hier voldoende aan heb. I can just copy the file and within that one remove the other info and there's the list I want, cool.
I could have know that there's a config file storing such info... stupid me  :)

Quote from: +monkE3y_05_06+ on Tue 02/08/2011 01:24:46
Right, I didn't think about that. For reference, the Rooms node and its children look like this:

Code: ags
    <Rooms>
      <UnloadedRoom>
        <Number>1</Number>
        <Description>Room 1</Description>
      </UnloadedRoom>
      <UnloadedRoom>
        <Number>999</Number>
        <Description IsNull="True" />
      </UnloadedRoom>
    </Rooms>


So a simple XML parser to strip the Rooms node out and then read the children wouldn't be too terribly difficult. But then again, the actual work-load of writing the code for the parser might be comparable to just writing a simple editor plugin. Either way. :P
Thanx Monkey.
A simple editor plugin could be handy for some people but manually getting the info from the agf file will do too for me.
But since you're a pluginman, maybe add this one to your list  ;)
(unless no one ever ask this before...)
#1900
I hope it will be beta-tested before releasing.
Looking very nice!
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