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Messages - poc301

#281
Completed Game Announcements / Re: Mgb army
Sun 20/12/2009 15:34:05
Uh, try using AGS.  It can make higher quality games than that engine. 

Besides, this forum is for AGS and completed games made using said engine.

-Bill
#282
General Discussion / Re: Rating system
Fri 18/12/2009 19:45:29
Quote from: Calin Leafshade on Fri 18/12/2009 19:42:01
Open discussion never hurt anyone...


In Communist Russia...

Ratings are ratings.  I don't even look at number of cups.  I play games that sound interesting to me.  Plain and simple.

-Bill
#283
Ahhh...  The rap battle thing makes sense now.  I just didnt get it before.

-Bill
#284
Completed Game Announcements / Re: !
Fri 18/12/2009 16:25:34
I have good and bad comments about the game :)

First, it was overall a good and fun game.  30 minutes well spent.  I loved the end credits song, very cool :)

Ben, you are one of the few game makers whose games I download and play as soon as they are released.  They are just that good.

I liked the various puzzles, all except the very final one.  Without getting into spoilers and whatnot, I just didn't get it.  I ended up beating it by clicking randomly lol.  It actually frustrated me, and 99% of games and puzzles don't (especially your other games).

Overall, another good and solid game.  I liked the all rooms on one screen idea.  Very neat.

-Bill
#285
I got it based on your first reply.  I missed the little thing which gives it away :)

Good game so far Ben, thanks!

-Bill
#286
I am stuck on the Order of Things puzzle..  I was thinking it meant to walk to the rooms in order they are "laid out" or something, so I went from room to room using the buildings in the background and their relative position as a marker, but that didnt seem to work..

Help?

Thanks,

Bill
#287
Uhm..  It is a picture of meat.

-Bill
#288
Works great.  I see my city/state no problem.

-Bill
#289
Wow..  But then again, there are idiots in all countries.  She probably plans on getting through life on her looks.  Poor girl.

-Bill
#290
I work in IT, and as such we all consider ourselves pros when it comes to computer related stuff.  I got an idea from a friend and I just pulled it on one of my coworkers and the results are so INCREDIBLY funny I had to share:

1) I took a screenshot of his background on his computer, with all icons and everything.
2) I made that image the background on his computer.
3) I moved all his icons to a temporary folder on his computer so they are hidden.
4) I allowed the hilarity to ensue!

Hhaaha, he ended up cursing a few times, he rebooted his machine about 5 times and ran a bunch of virus and malware diagnostics on it, and was generally getting frustrated beyond all measure.  I finally told him and the entire office had a laugh.

If you have someone you can do this to, I HIGHLY recommend it.  It is a lot of fun.

-Bill
#291
Quote from: Leon on Sat 12/12/2009 16:23:14
And even faster would be to go to my site where the walkthrough already is in English...    :)

Oh Snap! :)

When in doubt, check Leon's site.  He has everything.

-Bill
#292
As I mentioned in the main post edit, I finished coding the little minigame in the bar's arcade machine: Astro Chicken from SQ3: Pirates of Pestulon!  :)



The title screen.


Our hero in flight (well, falling).


A good, solid landing.

Thanks,

Bill
#293
I am not 100% sure, but I think time was spent to make sure Game 1's toons imported into 2 and that the final character from 2 imported into 3.

-Bill
#294
General Discussion / Re: Sprite designers
Fri 11/12/2009 22:00:06
I use paint.net.  It has the features of paint but stuff like layers, gradients, etc.  Easy to use and free :)

I am not a GREAT artist (I do mainly backgrounds) but Neil, who is doing the character/portraits for the 3rd installment of Murran Chronicles uses it too.

-Bill
#295
A quick tip:

Instead of the explosion playing backwards after its big frame, make it dissipate outward instead of imploding upon itself.  It will look more natural that way.


EDIT : BAH!  beaten by the Mandarb.  See how those dissipate?  That is what I meant.


-Bill
#296
I need to do "If x==1 OR X==3" then do something, but I can't find out what the script equivalent to OR is...  I know AND is && but the manual and the forums don't return anything useful when you do a search for "OR"  because it is a term in and of itself :(

Help!

Thanks,

Bill
#297
Ok, so apparently the character.move command was introduced in 3.1..  I am using 2.72 :(

I got it resolved using the character[9].y movement in the loop.  Looks much better.

Thanks!

-Bill
#298
I will try that, and I modified for code tags :)

-Bill
#299
Do you mean have the user click and have the character walk?  I can't do that since it is an arcade sequence in the game.  Or do you mean something else?

I didn't use code tags since the entire thing is code lol :)


Thanks,

Bill
#300
I am doing a script for a portion of my new game which requires for an object to pick up speed as it goes...

For instance, character[9] is falling from above, gathering speed as he goes.  When the up-arrow is pressed, the character flaps its wings causing the speed to slow some.  If the up-arrow is pressed enough times he will actually rise back up a short distance and then begin descending again.

The problem is that in order to adjust the speed of the character, I need to stop movement, change speed, and re-start movement.  It looks choppy.

Again, it works fine, has the effect I want, it is just choppy and stuttery, sometimes the speed increases too quickly because the motion isn't fluid and smooth.

Here is the snippet of code I am using, and I would appreciate help (I am using 2.72):



Code: ags


// room script file
int speed=2;  // Speed increment variable
int cspeed=1;  // Scripting variable for changing the player's speed
int up=1; // If up is 1, the falling commences.  If it is not 1, it stops.


#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {

  // script for Room: Repeatedly execute
mouse.Mode = eModePointer;  

lblvelocity.Text = String.Format("%d", cspeed);   // This puts a realtime falling-speed readout on my GUI so I can troubleshoot

while ((IsKeyPressed(372)==0) && up==1) {    // No Up Arrow Keypressed and moving character
	if (speed<30){
  		  speed++;
		  cspeed=speed/2;
		  character[9].StopMoving();
		  character[9].SetWalkSpeed(cspeed,cspeed);
		  character[9].Animate(0, 3, eRepeat, eNoBlock, eForwards);     // So the falling animation continues through the stop/start of the code
		  character[9].Walk(character[9].x, 186, eNoBlock, eAnywhere);
			}
	Wait(1);

	if (character[9].y>180){  // The ground
	if (cspeed>7){
		up=22;
		Display("Too fast");
		character[9].x=160;
		character[9].y = 10;
		up=1;
			}
	if (cspeed<8) {
		up=22;
		Display("Landed Safely");
		character[9].x=160;
		character[9].y = 10;
		up=1;
			}
	}
}




if (IsKeyPressed(372)){    //  Action for flapping of wings


	if (speed<4){
	  up=22;   // Stop falling animation
	  character[9].Walk(character[9].x, character[9].y-15, eBlock, eAnywhere);  // Fly up a few pixels
	  speed=10;  //  Reset to default beginning fall-speed
	  up=1;   // Restart falling script
		}

	if (speed>3){
	speed=speed-3;   // Slow falling speed
	}
	
	if (character[9].y>180){
		if (cspeed>7){
			up=22;
			Display("Too fast");
			character[9].x=160;
			 character[9].y = 10;
		 	up=1;
			}
		if (cspeed<8) {
			up=22;
			Display("Landed Safely");
			character[9].x=160;
			character[9].y = 10;
			up=1;	
			}
}
}
}


Thanks,

Bill
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