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Messages - selmiak

#3901
The Rumpus Room / Re: *Guess the Movie Title*
Thu 29/12/2011 00:39:22
jaws?!
#3902
> say: But I will have to come in as the elevator is the only way out of here to escape from drowning, so if you want to survive you better be peaceful and work with me to finally get out of here.

> secretly hope that he is inspired by this and finds a way out we can use too afterwards
#3903
you people already voting realise that this competition is running until next year and until then it could be that even more entries arrive. Even you could create some. So there is no need to vote now already.
#3904
@Anas:
I see what you did there! Just submit the whole shape filled with yellow. Then tell the story and subtly get the complete image in there somehow to explain it better. Would be so cool if you win with the shape just filled with yellow, by now my vote oscillates between the yellow sun shape and the kitten god :D
#3905
write to them and ask them for moneys for a nice product placement. win win! And if they refuse you have all the rights in the world to have the plane stand in a bad light in the story and have people make fun of it.

Why should they stop you. There is a film about the titanic, there are original weapons in every action film, there are normal cars used in every film, IIrc there is a huge coca cola ad in blade runner. I think either ridley was very optimistic about the american economy and sugar addiction of people or the company paid a lot of money to have their logo in it and not pepsi.
#3906

This is a slightly deformed turtle from the fertile lands of the the nile. After the nile delta was flooded again the turtle was washed inside the land and got so deformed at it hit its head and other parts on several old stones... but as you can see it is still happy.
#3907
thanks for the link this helped :)
#3908
WOW! MORE!  ;D
The atmosphere and the puzzles are great, true horror. The pixel art and the noise are just perfect, there is only one downside... it's too short.
#3909
I'm declaring an
int code = 0;
at the start of a room and later fill it with
code = 1000 + Random(998999);
but the highest random values I get from this is around the 32k for a short in AGS.

Can I trust AGS to only create random numbers below 32.767 ? Then I could just multiply the hell out of it (with random(30)). But if there ARE random values above 32.767 possible this could lead to unexpected and unpredictable results.
Out of 20 tries none were over 32.767(+1000). Are 20 tries enough or should I wake up Gauss and ask him?
#3910
these new screenies look great. I was already stunned by the images you posted before you downsized them for the pixely version. Now keep you watermarks out of them please and let someone take them and code TJD HD in AGS ;)
Did that bouncerguy on the ship always look like he could easily change his red jacket with a brown one ;)
#3911
this looks amazing :D
I'm really interested in this neon cigarette shop and hope to see more of these outdoors with lots of strings everywhere scenes.
And I prefer my cursor to have no blocking pixel exactly where I click but besides this... please finish it.
#3912
cool. Makes make even more thrilled about the new demo. These two screens really look fantastic. The only thing bothering me is the character portrait in the lower left, this looks a bit out of place and too painted between all the nice pixelart. But maybe it's just me and I can live with that and want to play the demo now.
#3913
this is a great module.
But I found that you can only leave the puzzle room once the puzzle is completed. After that I run the Jigsaw.RemovePuzzle();  function to make the screen clickable again.
I tried using a gui (as hotspots under the puzzle are not clickable) and made a button to leave the puzzle minigame but i have to call the Jigsaw.RemovePuzzle();  function from the global script, where the button is defined and get an error:

Error: Null Pointer referenced

and the error message shows line 481 of the JigsawModule_100.asc
which is
if (jigsaw_draggedoverlay.Valid == true) jigsaw_draggedoverlay.Remove();

Well, it is possible to leave the puzzle while the puzzle is unsolved but then clicking on the screen has no effect, only GUIs accept clicks. Must be a z-order thing of the overlay. It doesn't matter where I call the Jigsaw.RemovePuzzle(); function I always gets this error except in room_RepExec() if (Jigsaw.GetPuzzleComplete()==true).
#3914
Quote from: Khris on Thu 10/11/2011 00:38:06
In general, it's a good idea to plan stuff like this beforehand

This is so true, but atm I'm all into gonzo gamemaking :D

but I'll try your code :D
#3915

somehow this reminds me of monkey island.

...and now I wonder why noone ever recreated monkey Island in Minecraft :(
#3916
my guess is that csaa does indeed look better but takes longer to render and so needs a faster CPU or GPU and you have a higher electricty bill afterwards. So it like the cheaper and faster alternative that looks quite as good as the expensive hightech one. But I like the soundtrack. This demonstration or rotating fences is getting a dramatic touch from it.
#3917
there is no button array declared as I have no array declared because I don't use an array yet. But it's a good idea. Gonna try my way around this way now :)
Guess I didn't think of arrays as I never used them in AGS and the buttons were already labelled this way by now >_>
#3918
yeah, you're right, somehow I forgot about this stuff *whistles*
#3919
and another problem... I want to send an int to a function and want to use it as a part of a variable name. The variables may be bools or even object names. Here is the code, explanation below:
Code: ags

function buttoninteract(int buttonpressed) {
  if (button[buttonpressed]==false) { oButton[buttonpressed].Transparency=0;button[buttonpressed]=true;PlaySound(10); }
   else { oButton[buttonpressed].Transparency=100;button[buttonpressed]=false; PlaySound(11);}
}


I have a lot of buttons and they all look the same, are numbered and can either be on or off. Of course I want to store the state somewhere. Each button object has 2 images too.
so for example I press button 9 and call on
Code: ags

function oButton9_Interact()
{
  buttoninteract(9);
}


then I want the game to understand within the function the following
Code: ags

function buttoninteract(int buttonpressed) { // here the 9 comes in
  if (button9==false) { oButton9.Transparency=0;button9=true;PlaySound(10); }
   else { oButton9.Transparency=100;button9=false; PlaySound(11);}
}


the thing is, button# are global variables (bool). When compiling my code AGS tells me 'button' is no array or sometimes 'undefined symbol 'button''. Well, can I somehow write button(buttonpressed) or button{buttonpressed} or something inside the function like in php? And what about the object. I hope this is somehow possible, or otherwise I have a lot of lines for a lot of buttons and a lot of changes for one change within all the functions. That's what functions are for, right?
Should I send a string for that? Is this possible and how?
#3920
Completed Game Announcements / Re: Yeti
Tue 08/11/2011 13:09:39
...interesting *adjusts  monocle*

I like the colors and overall paintings of the city and the end credits song is great. The concept is rather a movie with some clickable elements than a game but I like the story it tells and the way it is told.
.... so where can I watch the cut and prepared documentary from the footage I got?

And to give some constructive criticism, a quit button in the menu and/or a quit menu on one of the F-Buttons would would be good. Is it possible to save the game?
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