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Messages - danbuddle

#1
General Discussion / Re: Help vampires
Sun 23/03/2014 07:53:07
I feel shame rushing through my veins. (laugh)

The article should also address simple ways to help us vampires contribute to a community.  After all it is in our own interests to sustain the community for further feeding - cultivate it if you will.  However, with limited technical knowledge this can be difficult for us to foresee doing in any meaningful way. Small things though like checking and organizing broken links in a sticky thread or other similar activities of benevolence which an ape could accomplish.

#2
Critics' Lounge / Re: Character Concept
Tue 18/03/2014 07:36:34
First impressions are that she is:
In her late teens (no older than 20) and somewhat an outcast. Into alternative culture and friends with fringe groups (goth/emo/whatever you want to call it.) As a result she probably likes indy or heavy rock music. But being a girl it's still got to be melodic. Maybe Smashing Pumpkins. Being of that age and ilk she is probably at the stage in her life where she knows it all and is starting to 'enlighten' herself in a literary sense. Thus she is probably a tad over-sarcastic and over-thoughtful, I think she'd be a Nietzsche fan, just discovering the basics of existential philosophy and it is likely to make a her a tad nihilistic and dramatic when times get tough. Anyway, as I write this I can definitely feel myself pigeonholing her as a disinterested and slightly disillusioned late-teen with plenty of smarts and attitude to boot.

IMHO that is.
#4
It's nice and moody. I agree with gribbler, this room has a unnaturally high ceiling. Is more like a church.
Table and chairs look great also. And the floorboards seem to suggest a perspective which is different to the side of the bar which we can see. That is to say, they are set at very different angles.

Love the character. You started animating him at all? Would be eager to see if so as that is what I am currently
Working on.
#5

http://tinypic.com/r/2ilxy6v/8


http://tinypic.com/r/2q1vuvl/8

Thanks cassiebsg, that seems to have added a little depth and tidied it up a bit.

Also just started toying with this one:

http://tinypic.com/r/2usiglu/8

http://tinypic.com/r/2qlh5ap/8
#6
OK, following advice (some of which was PM'd) I have focused on the side walk cycle and made a few changes.

http://tinypic.com/r/2wox9io/8

Which look like this as individual frames:

http://tinypic.com/r/r2nk9g/8

I am struggling with detail at this resolution (notably the hands.)
#7
Cassiebsg: Feedback noted and much appreciated.

Khris: Yes, that makes more sense to me now. Ta very much. I was not using 'else' at all to start so my strings of code where getting very confused!
Back to work then!
#8
Scientific boobs are still boobs :P
#9
LOL, so many naked people. You should provide a health warning before suggesting the googling of Muybridge. 8-0
#10
Noted Anian and thanks. I'll do a side animation next then. If anyone knows a good video or site for a more serious/dramatic walk cycle I'd be very grateful. All I could find were comedic, bouncy animations this morning.
#11
Hello again everyone,

I have taken the step I've dreaded most on my journey of AGS learning: Animation.  As I am starting to get my head around coding I thought I'd take a break from that aspect and focus on the graphics of my game again (plus I was getting sick to the stomach of the site of Roger.) Anyway, here is the attempt which has no real shading yet (not too sure how to apply this) and lacks detail generally. Any feedback greatly appreciated as always.


http://tinypic.com/r/9ros2a/8
#12
Thank you. The Boolean variables look much more economical. I noticed that the order of the ifs and else's is quite specific, is there a general rule for how to order the script? Looks like the function with the most variables attached to it needs to go first and so on in descending order. Is that right?
Regardless, thank you again, that's a big help and quite literally a 'game changer' (laugh)
#13
I can ask again if you'd like.
#14
Hello all,

I am really pleased with myself for creating my first fully functional puzzle!

Basically you have to burn some personal papers and a ID card in a toaster. However to do this you need to put some cotton wool in first to get a fire going in the toaster. Also, you can't start burning until both ID card and the personal papers are present in the toaster (along with the cotton wool.)

To achieve this I have been using blank objects (objects in the room with a blank picture so you can't see them) which are Visible = True when I put something in the toaster. So when the papers go in the toaster oBlank1.Visible = True, when the ID card goes in oBlank2.Visible = True and only then can you turn on the toaster and burn them.

Here is a snippet of the code to show:

Code: ags
function hHotspot8_UseInv()
{
if ((player.ActiveInventory == iIdentichip) && (oCwooltoaster.Visible == true) && (oBlank1.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've added the card to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iIdentichip);
oBlank3.Visible = true;
return;
}
if ((player.ActiveInventory == iPapers) && (oCwooltoaster.Visible == true) && (oBlank2.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've added the papers to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iPapers);
oBlank3.Visible = true;
return;
}
if ((player.ActiveInventory == iPapers) && (oCwooltoaster.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've crammed the papers into the toaster with the cotton wool.");
cEgo.Say("Now I just need my IDENTIchip card and we can be done with this dreadful business");
oBlank1.Visible = true;
player.LoseInventory(iPapers);
return;
}
if ((player.ActiveInventory == iIdentichip) && (oCwooltoaster.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've crammed the card into the toaster with the cotton wool.");
cEgo.Say("Now I just need my personal papers and we can be done with this dreadful business");
oBlank2.Visible = true;
player.LoseInventory(iIdentichip);
return;
}
if (player.ActiveInventory == iPapers)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("Burn the papers in the toaster? OK, that could work...");
cEgo.Say("...It's not getting hot enough, it's only browned them. Damn.");
return;
}
if (player.ActiveInventory == iIdentichip)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("Burn the card in the toaster? OK, that could work...");
cEgo.Say("...It's not getting hot enough, it's only browned it. Damn.");
return;
}
if (player.ActiveInventory == iCwool)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("I've pressed it into the toaster. That should help to get some real heat going.");
oCwooltoaster.Visible = true;
player.LoseInventory(iCwool);
return;
}
}


Here you can see interacting with the toaster is limited by whether the cotton wool is present (oCottonwooltoaster = Visible) and whether or not the two items are in the toaster, triggering the blank objects.

My question is, is there an easier way to do this? The blank objects just seemed an obvious way to do this as I had no other indicators as to whether the Papers or ID card had been put in the toaster yet.

Hope I explained myself clearly either way.
Any advice much appreciated.
Ta.
#15
Critics' Lounge / Re: Help to improve
Fri 14/03/2014 18:35:00
GraphicsGale is free and lets you use the arrow keys to draw which I find amazingly useful especially at low resolutions like 320x200.
#16
This is great and has been a massive help. Hope the project is still going strong. Keep up the excellent work!
#17
That's great. I'll crack on tomorrow, starting with some of those video tutorials. Thank you kindly for your help, 'tis such a massively supportive community here at AGS, I can't wait until someone asks a question of such noob proportions that I can finally return the favour and help some one else.
Ta again.
#18
Hello all,
I am desperately trying to teach myself how to make a game in AGS. However, every time I try something new it is taking me hours of googling and searching the manual to find out how to do simple things. Case in point: I want to use an inventory item (iKnife) on a hotspot (hKitchdraw)and have a few things happen when I do so (change an objects visibility to false, display some speech etc.) But I can't find the commands/functions I need to do this! I must be really missing something obvious here!  What is the best way to find stuff like this out? I seem to be getting lost in in-depth forum posts and manuals trying to do the simplest things.

Dan
#19
Sold! Looks amazing. Beautiful artwork.
#20
Critics' Lounge / no
Sun 09/03/2014 21:37:15
Noted (nod)
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