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Messages - magintz

#161
Wow! Looks awesome. Congrats.
#162
Quoteor do some of you simply copyright the studio name and run with it?

Also, just a note about Copyright as a lot of people seem to not understand this. You do not need to physically copyright anything it is an automatic process on any original piece of work and last for something like 70 years since it's creation when it's open to the public. Disney have recently been fighting court battles IIR because a lot of their works are losing their copyright and thus them lots of potential pennies.

As for the studio names, I believe they are just fronts for recognising the person/persons who make the game rather than officially established companies. On the other hand people like Dave Gilbert who make their games commercially (check out http://www.wadjeteyegames.com/) have to go through the whole legal process of establishing their company which I'll assume is different depending on where you live and plan to set up the company.

If it's just a freeware "for-fun" studio that you plan to set up you should be okay just by using a name that is identifiable with you, if however you're planning to make loads of freeware adventure games that will be mass distributed you might want to look at Creative Commons; but for the most part they are going to be freeware games so you have no legal responsibility to really do anything.
#163
General Discussion / Re: Watchmen Film
Thu 12/03/2009 10:15:01
I watched men yesterday, literally.... :/ too much blue schlong!!1

The film was really good I enjoyed it. About a year ago I borrowed the comic to read but found it slow, boring and hard to keep interested in it so I never finished it (made it about a quarter of the way in) and found the film did a superb job of translating what I saw into film yet keeping it interesting unlike the slow monotonous tone of the comic.

I was worried because all the hype about the comic, which I didn't enjoy, and all the hype about the film. My initial thoughts were that I was going to be disappointed and / or confused about things that would have been obvious if you had read the comic but otherwise hopeless.

I didn't realise that the film had an 18 age rating at the start but I was glad it did. It meant that the film didn't have to cut or cater to a younger audience which, from the comic, I would have assumed have been difficult and lousy and I believe is where most comic/book->film translations go wrong.
#164
I've cheated once again.

To fix the greyed out problem I've create a second button over the top which I make visible (this has a greyed out graphic).

To fix the portrait being displayed but keeping the player.Speak function using the SpeechView I'm now getting the view from the thinking view.

Everything works and looks right just the way it should, thanks for the help.
#165
Quote from: GarageGothic on Mon 09/03/2009 23:20:53
Sure, just pm me your email address.

Thanks, I just whipped one up in Radiant's font editor, but I seem to be having problems with the way the speech is coming out.

I've got the Speech Style set to Sierra style. I'm using my invisible font.

The problem I'm having is that the portrait is being displayed for the sierra style speech (My speech GUI uses the players SpeechView which makes things easy for my portraits so would rather not change) and the player.Say is blocking MY speech so my GUI is greyed out while player.Say is running which makes everything look horrible (I have greyed out when disabled checked but would like to keep it that way).
#166
Genius cheat ^_^

Do you happen to have that font at hand you could send to me?
#167
I'm trying to create a function that acts in a similar way that Character.Say(String msg) or Display(String msg) where the function will not end and continue on to the next line of code until a pre-determined amount of time or the user presses a mouse button.

For instance I have created a function called Speak which can be called to display player speech in a custom GUI, calling it for instance:

Code: ags

player.Speak("My name is Player 1");
player.Speak("I live on the moon.");

...

function Speak(this Character*,String msg) {
  lblSpeech.Text=msg;
}


However because the function terminates at the end and continues onto the next line the only message that is displayed is "I live on the moon".  I could really use some assistance in getting this working, I've tried to create a while loop that waits for a mouse click (when a mouse button is clicked flip a boolean value to true which signals the while loop to break) however this results in an infinite loop causing AGS to crash.

Thanks in advance,
Maggi :D
#168
Just finished playing this. Really pleasant game to play. Visually pretty with very nicely drawn characters and animation cut scenes. The music was really good also.

As far as the story and game play went it was very limited, very much a visual novel but still good fun to play if not a little short.
#169
Maybe an option to enable an easy mode which could highlight or direct the user to certain clues should they idle long enough.
#170
Very much an eclectic mix between Alice in Wonderland and Doctor Who :)

Note: Found a bug in the room shown in your above screenshot.

Spoiler

When you try to open the door and Sally gets angry and is visited by the lady. After the conversation if you attempt to open the door again the whole scene replays.
[close]
#171
Either that or extract the graphics with lots of print screens and a bit of photoshopping :)
#172
I remember when there was a time I had a keen interest to build a RotN game but that time came and went back in the prolific days of Reality.  Sadly I lost track of the story, characters and general happenings and with my bad track record of getting a RotN game completed I didn't feel that anything would fit into the story arc; if you can even say it had one.

Perhaps this re-visit to RotN will entice me back in, even if it's just a short game, but I feel that if I were to do anything I'd definitely need help from some Wiki or better organised source of information so I can get myself back on track without having to play every single RotN game.

I'd very much like to see the Reality boards or games section appear on BigBlueCup and if Chris is okay with all that it would be a potentially large project but would benefit the series in the long run. I think it would also help many people in taking their first steps to building their own game.
#173
Wow, this looks very impressive. I've yet to try it out but will update as soon as.

Edit: Impressive start, looks straight forward to use. In need of cleaning up and further documentation, but a great start. I know you stated it was just an engine but an editor would be very helpful and make everything much more straightforward.
#174
I always find learning by example a good way. If something is shown to me through a practical implementation it would be helpful.  Step by step written tutorials I'll always find better than a video as they're easier to reference and go back and check things.

As every game is different it would be difficult to show how an entire game is made there are too many specifics such as background art, character art, music, story, programming and even using the AGS interface.

Here's some suggestions for tutorials:
> A video overview of AGS and it's features and functions. What various options do and where everything can be found. Perhaps an explanation of the AGS manual, forums and wiki to help eliminate RTFM replies.
> An introduction to programming using AGS, something quick and visual to let people who might not have any programming experience learn about variables, conditionals and object oriented programming.
> The idea of making a game from scratch is nice but it might be more practical to do a demonstration of implementing a single room of a game. This could cover things like example programs to use for backgrounds and music and some links to good tutorials or references, but it would be better if your tutorial focused on AGS. Show the implementation of a GUI, some characters, dialogue, interactions and other AGS related things.
> More specific tutorials. Perhaps look at some tricky questions in the technical forum and try to explain in a tutorial how these things can be done, or base the tutorials on common things such as how to implement a verb coin.

The main thing I can mention is not to make a tutorial for tutorials sake but to make something that will be of genuine help to people.  As with games I also strongly suggest that any tutorial be beta tested by both a native English speaker and a non native English speaker, this can be crucial to the learning experience.

Hope this helps,
Magintz
#175
Just to re-iterate I am still very interested in coming. It just all depends on whether or not I find myself a job.
#176
Fantastic, I think that should work.

Regards, Magintz
#177
Ok, I've made a note in the first thread. Sorry bout that.

I assume what is happening with my prblem is the way it gets resized: here's an example.



The black border shows the complete outline of the sprite boundaries. With the bottom left pixel remaining in the same place the image does not rotate as desired.

I still don't understand what Pumaman suggested, but if someone can clarify or make some suggestions it would be greatly appreciated.
#178
I'm slightly confused about what you mean. I've had a look further and I can't tell where the object is positioned. It doesn't seem to rotate around any kind of point or centre. How does the DynamicSprite.Rotate function work exactly?

Edit: I've run a quick test with a test image showing you how it's rotating. As you can see nothing is staying where I expect it to.


Code: ags

while(count < 359)
  {
    Wait(8);
    sprite = DynamicSprite.CreateFromExistingSprite(8);
    sprite.Rotate(1+count);
    object[0].Graphic = sprite.Graphic;
    count+=2;
  }
#179
Quote from: SSH on Wed 04/02/2009 20:56:51
You need to keep the sprite pointer as a global variable, or when the function finishes, the sprite gets deallocated...

Thanks, new problem though: updated in first post.

Any help is appreciated, please re-read first post.

Magintz
#180
Nice one Chris, you seem to have been a busy bee.

Quote* Added inventory item CursorImage property to allow you to set a different image for the mouse cursor to the inventory window

:D Yay
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