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Messages - tzachs

#1001
AGS Games in Production / Re: Over the Edge
Tue 13/07/2010 21:45:05
Did somebody see my jaw? I think I dropped it somewhere...

This is fantastic! This has just become my number one anticipated game!
#1002
I'm not sure how I feel about 110 pages, that's a lot!

Anyways, I would rather having it in-game. Documents that are distributed outside the game are usually being read before playing the game (if at all), but I don't think anybody would remember turning to read the document while in play.

It may be a lot of work, but it will add to the reality factor, and if it will be searchable it will also add to the coolness factor, so I believe it's worth it.
#1003
Those sprites are pretty awesome, Ali!

I'm in too by the way (and thanks Vince for giving the heads up).

I'm still in the backgrounds drawing phase of my game so the sprite in this is taken from my choice of cover, but I do aim to draw original sprites...



I too have a TIG Source thread.
#1004
General Discussion / Re: AI for AGS
Sat 10/07/2010 12:11:04
I have some AI in my soccer game I'm working own, you can get the tech demo here.

Basically, my advice is charting decision trees on paper before you even start to code. In a soccer game, for example, you can do something like:

                                      Do I have the ball?

     Yes: Should I pass, dribble or shoot?                             No: Am I on defence or offense?

Pass: To whom?  Dribble: Right/Left/Up/Down? Shoot: high/low/left/right                           etc etc

Then, for each branch, you can give some more details. For instance, if I'm closer to opponent goal I'm more likely to shoot. Choose your priorities for the decisions based on the variables, if I'm close to goal I'll set as priorities: First shoot, if not dribble, if not pass. Then set probabilities: shooting- 40%, Dribbling- 35%, Passing- 25% (just an example), and then use random to decide.

I hope I'm making any sense here...



#1005
This looks classy indeed.... I like the colors and shapes, and the message is well understood.

The only thing I would change is to stop the green lines before they cross the snake's face, which looks weird to me (just cut the last three lines).
#1006
When you use follow it does take the follower a few seconds to enter a new room.

Maybe you should call ChangeRoom for plum yourself when indy leaves the room that leads to that room... and if that doesn't work, you can stop the follow command, make plum change room and do a walk, say his lines and then return the follow.
#1007
Critics' Lounge / Re: Spaceship c&c
Fri 09/07/2010 18:04:08
I applaud you for three things:

the sprite looks really good, the game was mucho fun (once I started it took me a lot of time to stop, even though I had stuff to do), and the initiative with the domain owner was also brilliant!
#1008
Thank you Stupot for this, really enjoyed it.
And congrats to everybody, with a special well done to the guys who managed to find an ending to story B....
#1009
Quote from: AtelierGames on Fri 09/07/2010 16:44:07
Lick it and see.
You just made his Wi-Fi work again...
#1010
@GG: Yep, an outlined font would have solved this, only I didn't know it at the time (D'oh!)....

@vexxice: I guess you can make the label go down a line, but then there are some more stuff to consider, like what happens if it goes under the bottom border, and how to make sure that it won't cut in the middle of a word, and if there's a big word and you don't want to cut you will still have to change the alignment, etc etc...

#1011
I did this in "The Energizer"  ;D, well, not the entire verb+hotspot, only the hotspot description.

In general I liked it, but there were some issues, especially for the larger names (which might make it an even bigger problem for what you're aiming to do), hiding parts of the screen is one thing, but also if the mouse is near one of the borders you had to change the alignment of the label so it will be fully seen, which made it slightly weird to the eye.

Another small problem was due to the fact that I used a transparent GUI (like GarageGothic suggested), which made it hard to read in several of the backgrounds and I had to change the color of the label depending on the room, which is also a bit weird.
#1012
General Discussion / Re: What are you reading?
Tue 06/07/2010 09:16:32
I've recently started hearing audio books in my car, since I have long drives, and it's been really cool, the books are being read by volunteers, so some recordings are better than others.

I'm currently hearing The Moonstone by Wilkie Collins which is really nice.
And when I get home (and feeling brave enough) I read The Shining.
#1013
I fully support this suggestion, and also want to add having an option to call the base function (the original say function) when overriding it, something like:

override Say(string sentence)
{
    DoSomeFancyStuff();
    base(sentence);
}
#1014
Woo-hoo, read them all  ;D

I have to say, the endings for story B simply blew my mind! Two endings there also cracked me up with their last twist...

I vote for:
Story A- Entry 4
Story A- Ending 3
Story B- Entry 7
Story B- Ending 1

As for title suggestions:
Story A- Shadow Island
Story B- The brief case of the briefcase

This was a blast...
#1015
Less than four hours to go, eek!


Edit: Phewww, just barely made it...
#1016
You can do it (to a degree) by saving the time when you set the timer.
Something in the lines of:

Code: ags

int lastTimerExpiredTime; //Here we will save the time we last set the timer.
int timerTimeout = 100; //How many ticks for the timer (100 just an example)?
int timerId = 1; //Select the timer id (1 just an example)

//Use that instead of the regular SetTimer
function MySetTimer()
{
   DateTime *dt = DateTime.Now;
   lastTimerExpiredTime = dt.RawTime;
   SetTimer(timerId, timerTimeout);
}

//And then, the function you want will be:
int GetNumberOfTicksLeft()
{
   DateTime *dt = DateTime.Now;
   int currentTime = dt.RawTime;
   int timeFromPreviousExpiredInTicks = (currentTime - lastTimerExpiredTime) 
                                                 * GetGameSpeed();
   
   return (timerTimeout - timeFromPreviousExpiredInTicks);
}
#1017
The Rumpus Room / Re: Happy Birthday Thread!
Fri 25/06/2010 14:21:55
lol, thanks Vince  :)
And you're right, that's the movement people usually do when they say my name....

Btw for the record, my 'english' name is pronounced as Zack.
#1018
The Rumpus Room / Re: Happy Birthday Thread!
Thu 24/06/2010 22:26:46
Thank you guys!  :)
And abstauber, not gonna happen... so many games to watch, I'm not really doing any work atm  ;)
#1019
Quote from: barefoot on Mon 21/06/2010 17:20:10
Quote from: anian on Mon 21/06/2010 17:07:00
Don't mean to be negative, but Zeus in the title screen, jewish alphabet in the screenshot, a pharaoh and the setting from Egypt as part of the story...kinda mixing stuff there aren't ya?

The story seem interesting though.

In Fantasy you can put anything together... its about imagination... and its not a jewish alphabet: they are egytian symbols... But your point is noted and I have replaced Splash with Egyptian Gods... :=

cheers

-barefoot-
Nope, not egyptian symbols, that's hebrew (I'm talking about the cave entrance screenshot).
I guess it's not highly unlikely to have hebrew writing in Egypt, if the cave is a tourist attraction. Otherwise, very unlikely...

Good luck with the game, an Indy parody sounds interesting  :)
#1020
Yes, it's just a different representation...
My formulas are just the standard ones to represent a straight line, the formula you found is an extraction of mine.
Take your values and put in my formulas, you'll get:

500 = 5a + b
100 = 1a + b

Extract a&b, you'll get:
a = 100
b = 0

Now with 250 you will get:

250 = 100 * x + 0

x = 2.5

Same results...
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