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Messages - edmundito

#1341
I figured it out :)

It works pretty well, except that there's one problem I think I cannot control. It seems that every time one calls MoveCharacter(...) the character stops moving, calculates path, and then walks again (or that's what the debug console is telling me) so it seems like my char has a leg injury of some sort every time a new coordinate is set. Is there any way to bypass this? Wouldn't it be a lot smoother, in general, if the character didn't have to stop moving if the character is already walking to calculate the new path? Just a thought. I don't know if it would make it more complicated, tho.
#1342
I got something working, but it's still kind of jerky:

int iMovCount = 0;
int iMX = 0;
int iMY = 0;
function repeatedly_execute() {
 if(character[GetPlayerCharacter()].walking != 1 && iMovCount != GetGameSpeed())
   iMovCount = GetGameSpeed();
 if(IsButtonDown(LEFT) && GetCursorMode() == MODE_WALK) {
   if (iMovCount == GetGameSpeed() && (iMX != (GetViewportX() + mouse.x) || iMY != (GetViewportY() + mouse.y))) {
     iMX = GetViewportX() + mouse.x;
     iMY = GetViewportY() + mouse.y;
     MoveCharacter(GetPlayerCharacter(), iMX, iMY);
     iMovCount = 0;
     }
   else iMovCount++;
   }
}

and on on_mouse_click:
 else if (button == LEFT) {
   if(GetCursorMode() != MODE_WALK)
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }

If anyone has any input on how to improve it, that would be appreciated.
#1343
Advanced Technical Forum / Continous Walking
Wed 17/12/2003 04:18:35
Hey, I was wondering if anyone knows if this is possible, where while you hold down the mouse button and the cursor mode is set to walk, the character moves to the current mouse position (if you've played Diablo II, you'll get what I'm talking about). I tried it but Roger just seems to stop until I release the mouse button.. I don't get it.
#1344
Quote from: Pumaman on Sun 14/12/2003 15:37:19
Quote from: netmonkey on Fri 12/12/2003 19:40:40
I found something while reading the manual:

On the text script global variables section, it says:
system.color_depth  The color depth (8 or 16).

Are you sure you're using RC5? I'm sure I updated that bit of the manual.

Heh, I guess I lost track of which version I had... there's so many of them!

I gotta give you props for 32 bits... having sprites with alpha blending is awesome, I may have to make my game like that no matter how big it'll end up :)
#1345
I found something while reading the manual:

On the text script global variables section, it says:
system.color_depth  The color depth (8 or 16).

I was wondering if that was still the same now that 32 and maybe 24 bits are availabe... doesn't the variable need to be jibbled a bit?
#1346
Quote from: Czar on Sun 07/12/2003 13:27:08
That means there still is audience for adventure games, no matter what they say! 8)

Maybe, but it also means that people may hate adventure games more :P
Well, I played the demo of URU and I must say that it had the worst character control I've seen in a while.. it was like attempting to do point+click but not quite and 3d movement and not quite either...  ???
#1347
Quote from: Scummbuddy on Tue 02/12/2003 16:56:31
Quote from: Raven_Gray on Mon 01/12/2003 19:51:48
NEW games which use the OLD interfaces:

Adventure Game Studio (AGS for short) allows you to create your own point-and-click adventure games, similar to the early 90's Sierra and Lucasarts adventures.

soooo we shouldnt be using ags to make super spectacular 3d games with lensess flares for Gui buttons.  there goes my game

Adventure games are not about guess the verb puzzles... thery're about problem solving with your mind. The problems should be clever enough for you to figure out what to do without having also to guess which verb to use. They (LEC, sierra, etc) learned this a while ago and decided to drop everything down to the 4 basic verbs: Walk, Intereact, Look, and Use Mouth (speak, taste, etc.). So, what this guy meant was that he doesn't like the old 9+ verb interface....
#1348
Quote from: Finer on Sat 29/11/2003 17:44:24
Building a complex solution to a yet unpresented puzzle.

Whenever I am half stuck, I start using inventory items with other inventory items in the hope for something to happen, suddenly I find that some do mix into some complex or bizarre contraptions, seemingly without any reason for these objects to go together. Of course this is supposed to be an original solution to a puzzle. Problem is, often I haven't yet encountered the puzzle! Or maybe I have seen the puzzle and didn't take any notice of it, in which case, it's fair enough.

I think it would be more logical to wait until the character we are controlling arrives to the puzzle, so he/she has a reason to mix the previously unrelated inventory items. Before this happens, the character should refuse to mix, argueing that it wouldn't make sense.

I can understand why the game would allow us to do this, so that if we are really stuck, we can at least start building the final inventory item, but this just makes me feel cheated when I solve the puzzle, as I already had the solution built, without knowing why. It would also make the protagonist more believable, as it feels like it's reacting to the game in a realistic and human maner.

This kind of reminds me of that part from The Longest Journey where you need that tool to open the fuse box by the movie theater, and what you have to go is go back to venice and do all that stuff with the machine and whatnot. I thought It was kind of obscure and didn't make much sense (obviously the first time I did it I had to go to gamefaqs and get a hint from the walkthrough  :-\
#1349
I'm sure we're all hear for the good reason that we like adventure games, right? But I bet we all agree that there are some things in adventure games (sometimes based on the developer) that we really dislke. So, I created this thread to point out these things; maybe we can learn from them. Maybe I'll write a website with the information that'll be gathered here or somethign.

I'll point out a few examples to see what I'm talking about:

Walking dead - when you miss something in an earlier puzzle and you're basicly stuck forever without really knowing it. This happens in sierra games from time to time. This just... pisses me off :P

Dying for stupid reasons - Ok, maybe in the days of text adventures this made sense, but with point and click it's extremely hard to click in the right place sometimes. It's like you were playing warcraft and all of the sudden you click in a deep region of water all the people you have selected go there and drown. Dumb!

I think it was Pumaman/Chris who said once that he hated the whole LucasArts thing where you try to use an object, and the main char walks all the way to it and says "I can't do that!" wasting your time waiting for him to get there and do absolutely nothing. Correct me if I'm wrong.

Well, now it's your turn. I have more things to point out, but I'll just wait and give the chance to someone else to do it. If nobody does, then I'll point them out later.
#1350
Lol... Well, Dr. B.J Sooner kind of gave it away that it was fake... it was still funny tho... just thinking about how a university would conduct the study and all :)
#1351
I use it to make PDFs or Spreadsheets... since this computer came with Microsoft Word. I like it... I guess it takes some time to get used to it, though.
#1352
ooo, I found a typo:

on the help file, under ClaimEvent's example it says:  "prevents the global script on_key_press from running if the player pressed the space bra" :P
#1353
General Discussion / Re:Does The Matrix Suck?
Mon 10/11/2003 06:48:26
I wrote this post for the fans and non-fans of the matrix.

I've been reading some of the posts at IMDB and some kids have explained what was all supposed to be about pretty well and such, but everyone has their own interpretation of what happened, too, so you read one post and think "yeah, that's pretty interesting" and then you read another and say "well, it could also have happened that way" and then you're once again going back to being confused.

What it boils down  to this.... if you're going to make a movie based on a ficticious world then you have to explain what the hell is going on. don't expect people to know exactly why things happen that way... otherwise, nothing makes sense. The wachowski brothers got lucky in the first one because there was nothing much to explain, and they did have to explain it, but when they started adding layers upon layers of information with little explanation (other than the stuff provided by the architect, which 3 people in this world understood... I only caught the many ergos and vis-a-vis) then you're gonna get people pissed off.

The moral of the story is keep it simple (like the original) unless you know how to make something very complicated look simple. Also, another moral is that the matrix was definitely the most hyped movie of all time. Hey, I liked the matrix, I own it,  but it was not "T3H B3s7 m0v13 3v4r".
#1354
Hey, I was wondering if anyone has the AGS Plugin template for delphi because I can't download it from the API page....
#1355
General Discussion / Re:Does The Matrix Suck?
Sun 09/11/2003 07:09:14
So, I went to see Revolutions tonight, and I had such low expectations that I didn't even care it didn't answer everything nor made sense, or that it was corny and silly. I enjoyed it because I was just prepared for silliness, but I guess as far as I'm concerned the first movie was cool, and then some random stuff happened afterward and blah blabh blah that doesn't really matter....

Furthermore, the matrix sequels are not to be taken seriously :P
#1356
Quote from: SimSaw on Fri 07/11/2003 14:52:11
So we have to create different font types for each selectable resolution??? Not really great.

Maybe you need to select "don't scale up fonts"?
#1357
General Discussion / Re:It's me birthday
Fri 07/11/2003 05:54:17
heh, happy birthday youngling! :P (well, I'm only 6 years older than you...)
#1358
General Discussion / Re:Happy halloween!
Sun 02/11/2003 20:46:02
Quote from: Andail on Sat 01/11/2003 11:49:58
Andail's list of approval and disapproval:
2. Dressing up - fun fun!
3. A clockwork Orange - one of my top five movies ever

Did anyone dress up? if so, post pictures!  ;D

A clockwork orange is awesome, I was watching it yesterday and then I ran into some kid dressed up   with the alex costume... so I had to say "hey, I was watching that this afternoon!"
#1359
Quote from: Barcik on Sat 01/11/2003 23:28:50
This is quite a basic thing in all computer games - there is a basic goal the player needs to acheive, because otherwise, theoritically, there is nothing for the player to do.


Of course there's always a goal, but what kind of goals are there? that's what the whole post is about :)
#1360
I've been trying to come up with a new game, but I'm totally stuck. So I've been trying to analyze/study adventure games to see if I will somehow get guided into coming up with a story for my game.

Anywho, about 10 minutes before I posted this, I realized that most (or all?) adventure games share common goal categories... and here's the two that I found:

1) Quest - I think this is probably the classic goal in adventure games... the whole goal would be to get something or to achieve something. For example, in The Secret of Monkey Island, Guybrush wants to be a pirate so the quest is do three trials to become a pirate (and eventually there's other quests like rescue Elaine and such, but they're still quests). Same thing on King's Quest I (hence the name?), where the quest  is to find those three things (the mirror, the shield, and the chest?).

AGS Games that are quest-styled include: Rob Blanc (all three), Calsoon 1/2, I Spy, King's Quest VGA, odysseus kent... I think you get the idea.

2) Mystery - Basicly, the player/main char has to figure out what in the world is going on. I think this is more of a recent category and there are a lot less mystery adventure games than quest adventure games. Myst is the only comercial example I can think of, but games like Pleurghburg, 5 days a stranger, Out of Order, Sol, Larry Vales, etc. kind of follow this style. I guess the player has to do more investigation than anything; you sort of have a mission, but it's not really a quest.

Some games are kind of a mix between the two. Grim Fandango is kind of a mystery because there's all that corruption going on, but I think it's mostly a Quest adventure because every time you get to play you have a mission... either get the eggs, or escape, etc. So, there's mystery in the story, but the gameplay is mostly quest-based.

Anyway, I'm sure there's other goals that I haven't figured out yet, so feel free to reply to this message and post them. Also, you guys can also point out goals for other kinds of games.... maybe it'll help us analyze adventure games better and also steal stuff from other categories :)
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