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Messages - steptoe

#81
Critics' Lounge / Re: Tell me honestly....
Sun 24/06/2012 07:09:12
Darth is just talking about re positioning. This will not affect the score.
#82
Hi

thought I'd give video capture a try (with sound). This is a spoiler for 1 scene and is my first attempt so don't stamp on my head (laugh)


[embed=425,349]<object width="420" height="315"><param name="movie" value="http://www.youtube.com/v/0P2rCr1Sw3g?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0P2rCr1Sw3g?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>[/embed]


Game soon to be uploaded.
#83
Think the website is a great start for budding guitarists.

In my early guitar years (mid 60's) there was nothing except listening to records or finding the odd old school music teacher. I did have a few mail order lessons from BBC1 session musician Jack Wilcox. Of course Bert Weedons 'Play in a day' helped.

No matter how much you learn, or think you know about the guitar (or other instr), try comping like the old guys used to, or standing out front to deliver a blinding 15 minute guitar solo. Not easy. If you have a natural ability and your MOJO is on form then the skies the limit. I've been there and done it (80% of the time. The other 20% was crap).

I've seen too much focus on technique rather than spirit/heart.

But you do need to know some basics... That's where sites like yours comes in.  8-)

My photo is circa 2002 from a gig in Gravesend Kent.

Good luck

'With your feet in the wishing well'

#84
Hi

* Is your game ever good enough?
* Should you release it?
* Are your graphics A1 in relation to your game?
* Is your story line gripping enough?
* Ran out of ideas?

Any Negatives of these reasons can halt a game in its tracks.

Maybe you have decided that the game was not a good idea and decided to leave it? (Hands up).

As humans we usually shy away at the first signs of failure or have second thoughts: doubt.

Yet it is through failure that we succeed, provided of course we follow basic rules (RTFM), take advice from seasoned game makers and coders (You know who your are) and take note of comments/reviews.

I say (at almost 57): Make, make, make and don't procrastinate or fill your head with negatives. Learn and create.

It was nearly 3 years before I took the first step to make a full game. Well, it was the first/second ags versions. I have much more to learn and with each game I try to use a new skill and one day I will release a blinding game. Until then.....

It's a shame some of the games mentioned never got made  :~(

Carry on carrying on (laugh)
#85
Maybe you'll win massive cream chocolate cake(s) or a large bag of sweeties from a one-armed bandit machine  (laugh)

Yummy yum  :P
#86
Your comments are always welcomed CaptainD

Fully baked  (laugh)

8-)
#87
Hi Spud heads,

Potato Head is finally completed and it is in the final stages of being tested.

It has been a landmark for me and I do hope that you will give it a whirl and leave a sensible and honest comment for it on its games page. Expected upload date 22/24 June 2012.

8-)

steptoe


#88
Cheers

Khris, used disable control buttons on Inv GUI.

I will look into what you have put.

Many cheers
#89
Andail

well, I have the inventory GUI visible all the time. When user clicks 'Options' on the Inventory it opens the Control Panel. When the Control Panel is visible the Inventory should not be clickable (should be disabled). It is reset when Control Panel is closed. This applies to Load and Save GUI's as well.



#90
QuoteBut that doesn't work.  It just makes the rat poison invisible, skipping the player walking and regardless of Charlies view.

If you want the player to move BEFORE the next thing happens use:

Code: ags

 player.Walk(168, 577, eBlock, eWalkableAreas); // You used eNoBlock

// If you want the player to animate BEFORE the next thing happens use:

 player.Animate(7, 4, eOnce, eBlock, eForwards); // You used eNoBlock


eNoBlock causes the script to pass on to the next line hence skipping it...

#91
Hi

I seem to have a technical hitch. With the below code if I click somewhere on the Inv Gui it brings up the dreaded continual Wait cursor if I have Save/load GUI open.

In Global function repeatedly_execute_always()
Code: ags


// IF GUI'S VISIBLE

    if (gPanel.Visible==true)
    {
    gInventory.Clickable=false;
    } 
    else if (gRestoreGame.Visible==true)
    {
    gInventory.Clickable=false;
    }  
    else if (gSaveGame.Visible==true)
    {
    gInventory.Clickable=false;
    }
    } 


Can you help resolve?

cheers



#92
Quote from: Khris on Fri 15/06/2012 10:42:39
Love it.
I made a site for a private practice recently and even made sure it would work just fine in IE 8. When they looked at it, it was broken: they still use IE 6!

I used to build websites many years ago and quite often the phone would ring with "My images look shit!" or  something like that. You later find out their computer was made at the time of the great flood  (laugh)

I now use Google Chrome to browse. It uses Sandbox technology and so far has been great. Apart from testing the site in various browsers you can't determine how it will look on other computer systems, especially if they are very old indeed.

I never use IE.... It's to hackable..


#93
I have noted all this for future reference.

cheers
#94
Ghost, Monkey.

EDIT: What was I doing :(

Fancy not using games.score !! How could I forget this????.  I have also renamed gSCORE GUI to gend.

Feel stupid, as I said, my brain's scrambled this evening!

Thank you both,

Monkey I have add your code and all's well.

Thank you so much :) 8-)

Job done.







#95
Hi

I am right at the end of a scene and my brain feels like it's scrambled!!

I have a problem that is bugging me and need a clearer brain to help me.

I have an object that moves from A to B via squares (the main player just shakes a tumbler and the dice rolls out.) The object moves in relation to the dice number that has been thrown.

If the object lands on a square with a goodie it takes it and a GiveScore added. This continues until the object  is at the end of the board.
At that point the object stops, the player says something and then a GUI opens.

Up to this point it all works until the GUI shows.

This GUI shows the players Score on a label along with another label that divides the Score by 5.

I used AGS @SCORE@ to keep track of the score and I made int cube.

I have put below code in Room:
Code: ags

function repeatedly_execute_always()
 { 
 if  (PPColliding.OWithO(object[7], object[11]))
 {
 gSCORES.Visible=true;
 Lscore.Text = String.Format("You have %d Sweet Power",SCORES);
 Lcubes.Text=String.Format("You have %d Cube Power",SCORES /5);
 }
}


Lscore shows but it displays 15 for the score and the lcubes label displays 3 (SCORE/ 5) it does not seem to give the real score. I then added GiveScore(300) on room load to boost the score and it shows in main @SCORE@ but not on GUI which still displays 15.

Hope you understand what I have put and can help me sort it out.

cheers



#96
Thanks for your experienced knowledge Nicky  (nod)

Updated above shot (ponies and not horses now):

Can you pick the winning pony?

Random Int winner everytime.



#97
Yep, been there a few times. Don't you just had those pixel cut offs?!!!

About time it was looked into!
#98
New Screenshot:

Can you bet on the right horse? Will it be on form that day? Win the race and receive winning cakes?
(Yes, all the horses do actually race or is that gallop?  8-).)
Still in production


Long live Spud Head  (nod)

Spud Head or Potato Head?

Game Progress: 90%


#99
Cheers Khris/Ghost,

I know about not really being able show in front of a GUI normally but hoped there would be a way around it.

I'll give suggestions a whirl  (nod)

thanks

#100
Hi

I am trying to have player display in front of a GUI for practical purposes rather then use an image as I want it to have buttons, that the player can graphically interact with, and especially labels.

What would be the best way to achieve this?

cheers
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