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Messages - stuh505

#221
yeah, it's annoying.  yeah, about a 5 second interval.

it doesnt do it most of the time, fortunately.

I do get annoying interference sometimes from other things, too...like the state of the mouse buttons being pressed etc will control the noise coming from the speakers
#222
im using AGS 2.7 and I dont want to use any obsolete procedures

I'm not using a bunch of "mouse modes" in my game, but I want a left click on any inventory item to pick it up...a right click to look at it, and a right click after an item has been picked up to go back to the regular mouse (ie drop it back in inv)

I'm a bit confused from the documentation...where and how should I script this?
#223
General Discussion / wierdest computer problem
Mon 04/04/2005 04:29:22
sometimes my laptop starts making wierd sounds.  out of the speakers (originally i thought it was my hard drive which had my really scared).  it keeps makin this wierd repetetive sound like it has a bee stuck in it.  so far, it happens when im downloading a lot of stuff, or when im playing Legend of Kyrandia.

i managed to capture the sound

http://ardan-nights.org/members/downloads/sounds/other/alien_sound.mp3
#224
ghost it sounds like you just described the exact same method both times
#225
it's not really enough for me to tell yet.  there's nothign wrogn with this intro as I see it, although it seems like a better intro for a book than an adventure game because it might be difficult to script this kind of an intro in a convincing way.  so far, it sounds like a mix between Magic Kingdom of Landover For Sale Sold and The Game.  I think that what you find out about the actual plot is more important
#226
Argh -- sold out
#227
here's a little bit more efficient way to do it

when stepping on the area transition, teleport to the new room and place them some distance off the edge of the screen

then put this in the after-fadein for any calling room...that way you have less individual scripting to do for each transition because this will never need to change

Quoteint px = character[player.ID].x,
Ã,  Ã,  py = character[player.ID].y;
int nx = px, ny = py;Ã,  Ã,  //new coords
int edge = 10; //how far to walk from edge

if (px < 0 && py > 0 && py < game.room_height) //left side
{
Ã,  nx = edge;
} else if (px > game.room_width && py > 0 && py < game.room_height) //right side
{
Ã,  nx = game.room_width - edge;
} else if (py < 0 && px > 0 && px < game.room_width) //top
{
Ã,  ny = edge;
} else if (py > game.room_height && px > 0 && px < game.room_width) //bottom
{
Ã,  ny = game.room_height - edge;
}

character[player.ID].Walk(nx,ny, eBlock, eAnywhere);Ã, 

edit - i guess you'd actually want this to be a function in the global script
#228
thank you.  eternal noob out.
#229
I think he needs some viagara :o
#230
General Discussion / Re: Wallpapers
Fri 01/04/2005 20:12:43
digital blasphemy has some wallpapers...a lot of people like them but i dont think they're so impressive..

I like to get cool CG pictures from cgtalk.com or 3dtotal.com galleries, some amazing artist's work there
#231
A lot of adventure games have room transitions where, after walking off one screen, you see them walk onto the next screen from off the screen.  this seems like a really simple problem but I'm not sure how to do it, because walkable areas do not extend off of the screen.
#232
General Discussion / Re: Im scared...
Fri 01/04/2005 17:26:11
try to ignore your friends comment about her wanting to kiss you.  maybe it's true and maybe it isn't.  either way, thinking about it can only make the situation worse.  don't expect her to kiss you...if she does, it will be good but if you're expecting it then you'll be disappointed if she doesn't, and you never know if he wsa just making it up, or if she was just joking when she said it...

kissing is a pretty natural thing I think, even if you're a beginner.  and biting isn't always a bad thing  ;)
#233
Adventure Related Talk & Chat / Re: Dead Areas
Fri 01/04/2005 14:36:08
Garage,

I have also been trying to borrow concepts from film...mainly, the 3-act structure.  I think this is a good way to build suspense and make the plot exciting. 

I think I'll end up having some dead areas, to establish soem distance between things, but not too many of them...and I'll try to put some extra goodies like people to talk to, or interesting things to look at on most of them.

Helm, I think you make a good point.  My game has very few item-based puzzles...but I do want my players to learn about the plot and get into the game, which means talking to a lot of non-critical people, and exploring non-critical places, simply to understand the environment they are in.  If I put everyhing too close together they'll end up solving the puzzles simply because they're close together without understanding the plot.
#234
AAAAIIIIIIIKKK!!

#235
After applying an XRay filter and enhancing a few times...

#236
Adventure Related Talk & Chat / Re: Dead Areas
Fri 01/04/2005 03:43:14
at this point I'm doing all the graphics myself. 

it's a lot easier to not add any fluff areas

but then I look at a game like kings quest where 90% of the areas are "nothign to do there", and I wonder...maybe I should spread things out a bit...
#237
Adventure Related Talk & Chat / Dead Areas
Fri 01/04/2005 00:57:33
What are peoples opinions on 'dead areas'?  AKA, nothing to do here areas.  Some games have a lot of these areas...where perhaps there is just something that looks interesting, but provides no game information, or maybe it's just a forest to set the mood.  I am trying to have as few of these as possible...and trying to put something interesting on at least every place.  But how many filler areas do you think there should be between the important areas?
#238
I've played this before...it's great fun!
#239
It seems the action sequences are often just like a form of puzzle with a time limit.  You have to jump behind the pedestal before the guard sees you...you have to step off the rock before it falls...you have to jump up and grab the eagle as it soars down.  These seem to still be logic-based puzzles in some cases.  In games with fighting, I think that this has a good side and a bad side.  The good side being that when you do the fighting, you are able to get into character more, because you contributed to winning the fight...it wasn't a predetermined cutscene.  The bad side is the fighting might be very poorly implemented in an adventure game.  I think that in general the action sequences help to ramp up the excitement of the game.
#240


Here's me in Peru last week.

Peruvian wine is strooong
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