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Messages - stuh505

#401
Critics' Lounge / Re: Talking faces
Wed 10/11/2004 01:51:38
That AT&T demo is great.  I've been using it for years!
#402
why not just make a function that gets called whenver the room did not have a specific response to the phrase.

the function would first check through the words and let you know if any invalid words were used.  if all the words were valid, just say:

You can't pick up rock

or whatever they said

If you don't want to simply spit back what they wrote, you could make a function to determine what the verb they used was...and then write a generic error for each verb:

ex: You can't take that.
#403
First of all, I don't think that you need this function.

The only possible reason you would want it, is so that you can say "what do you mean by rock?" for a word that wasn't defined.

If they are going to try to do something with anything in your game that they CAN interact with, than you should just define that explicity.  Ex:

<pick up | take | get> <rock>

However, if you REALLY want the game to know what the noun in your sentence is, there are many approaches you could take.

1) Define a list of noun's, and return the first word in their sentence that matches one of the nouns from that list

Fairly crude, and cannot detect nouns which the user makes up.

2) Define a set number of sentence structures by classifying words into their part of speach.  Then make arrays to store most of the words.  Then you can analyze and determine the part of speach of undefined words based on it's location in the identified sentence structure.  You could store the sentence structure types in a node tree and then traverse this tree with the input sentence in order to determine the proper sentence type.  I can explain to you the specifics for locating the subject (noun or noun phrase) of simple sentences when I get home...I have it written down in some EBNF grammar files.
#404
I like Strazer's
#405
It still looks like somebody goes in there and sweeps the dirt every day at noon.

Real ground is not flat....#1 priority is to make that ground look slopey.  Then add rocks and rubble, and 10 times more garbage!  That's my opinion.
#406
Critics' Lounge / Re: Talking faces
Tue 09/11/2004 17:06:43
She looked good, just be careful to not use too much generic Poser stuff
#407
Good point, Hellomoto.  I still think layered walkable areas would be nice, though...even if they aren't 100% necessary.
#408
Convincing?  No...

Basically, it sounds like you want to write a function...but you don't know how...so you're asking Pumaman to write it for you.

What you are proposing is entirely possible to do in AGS.

On a simple level, it would be easy to implement somethign that worked pretty well in your game.

To do it actually right, so that it could actually detect the noun phrase in a sentence, would be groundbreaking research in the field of AI.

But either way, you're not askign for core functionality...all of this can be done already....so just write the function yourself if you want it so badly!
#409
Critics' Lounge / Re: Sounds... swampy.
Mon 08/11/2004 23:53:16
Hey flippy, it sounds pretty good.  I don't really get the swamp impression though...the impression I get is more of like a relaxed exploration of some futuristic metropolis/city.
#410
Critics' Lounge / Re: A walk-cycle
Mon 08/11/2004 23:51:23
Thanks for the feedback.  I have done some work to make the leg shading more consistent...I will be increasing the arm length as well but that will probably take me a while.  I'm not sure how the ankles and toes are supposed to bend....does anyone have any good reference pictures of this?  It's hard to tell from myself.  I'll think about the shoulder thing...I don't know...that one might be too much for me but we'll see.  I'll pos an update once I get through with these comments though...
#411
Pumaman, that would be fabulous...and add a lot of capability.

It would be even more powerful if you allowed the walkable areas to not erase each other...so for example you could make a venn diagram of walkable areas, and deleting one would not leave an empty hole in the other.

Used with the disable walkable area command, this could really allow for a lot of new and cool things.
#412
I have been doing some work on trying to write text parsers for natural language, and the question you propose is not nearly as easy as you might think.  The English language is extremely complex.  To detect the noun would require either a database of noun's which it could choose from, or it would require a database of other words telling their word type which it could use to determine a noun by it's grammatical placement.  I don't think this is going to happen in AGS, nor do I think that it should happen.  I think you should just write a function to find the noun, by checking a list of noun words which you define.
#413
I'd like to know about this also.  I have a situation where I have a dog on a leash, and I want it to try to follow the character around, but it has a limited walkable area around the pole it is tied to...whereas the character can walk anywhere.
#414
The reason you cannot draw the sun is because pure white would not be relatively bright enough.  You would need to make the sun pure white and everything else black...which is why it's best to avoid putting the sun in.
#415
"April Foo-"
#416
General Discussion / Re: I bought a laptop!
Mon 08/11/2004 00:21:15
I downloaded that Catalyst thing, but the appropriate folder for it didn't seem to exist -- no folders called ATI.  There was a folder called ATI Technologies that had something in it.  So I went to ATI and downloaded their display bundle driver.  I ran the setup for that...and it says, appropriate hardware or software not found.  In the help file, it says to make sure you uninstall the previous one...so I go to add remove programs and remove the 2 ATI things I found there...ATI display driver and ATI console (i think thats what the 2nd one ws called).  After doing that, I restarted...then tried to run the ATI driver setup program again...same error message.  So I use windows update and it installs some software that allows it to see the ATI card again.  Once again I try to run the ATI setup program--same error.  ?
#417
Critics' Lounge / A walk-cycle
Sun 07/11/2004 18:49:49
What do you think?

#418
It looks like a modern suburban home to me.  I can't picture them having brass doorknobs, mulched tulip gardens, clean gravel paths, gable windows, complex rooflines and vynil siding...wasn't the cottage supposed to be made of candy?
#419
General Discussion / Re: I bought a laptop!
Sun 07/11/2004 16:42:26
Sylpher, this isn't really a question of "optimized" at this point...the image quality is so bad that I can barely make out what things are supposed to be, and so choppy that I could not even play smoothly at the lowest settings.  I will check out those Catalyst drivers though and maybe that will solve the problem, we'll see.  I don't really play Doom3, I am just using it as a test.
#420
Edwin, thanks that is what I was looking for.

In this case, I wanted to do it for the Player Enters Screen (after fade in).  There doesn't seem to be an event for this even though it is an interaction event...I could jimmy this to work this a Timer, but that's a little crude.

Can you explain how the unhandled events work a little more?  The "what" and "type" classify the action...but how do you know what the target of the action was?  For example, "Look at hotspot"...how do you know which hotspot they tried to look at?
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