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Messages - tzachs

#1261
Quote
Come on, that's clearly barbarian grammar.
Hmm, I didn't take barbarian grammar at school, so I didn't know that...

Quote
So you don't blame poor Helme who did a great job
I don't blame Helme! If anyone is to blame it's the spider who ate the proof reader...

Quote
Take it as a feature!
Ahh, a feature  ;)...
#1262
Just played the game, was good fun... I played it like 10 times and tried all kind of stuff, however
Spoiler
I still didn't figure out how to get to the third (love?) scenario with the young girl, is there only one chain of dialog options that will lead to it?
[close]
And also, a small bug:
Spoiler
When hiding in the closet, get out of the closet and then return to the closet... the scene with the wife coming to the room will take place again, only this time, she's invisible!
[close]

Anyways, thanks for fulfilling a long lasting dream of mine, now all that left for me is a game featuring a talking monkey for a hero, and I could go in peace  ;D

#1263
Hi, I have two suggestions that revolve around the same concept: not having to write x,y coordinates inside the code.

1. Entry points
Basically, I suggest that each edge in the designer will have a marker for an entry point.
Here's an illustration:

The arrows in the image stand for the markers and can be dragged from the designer to decide on the entry positions. Then we will be able to use those from code (with an overload to the ChangeRoom function):
Code: ags
cEgo.ChangeRoom(15, eLeft);

If we will decide to move the edge later on, the markers will move along with the edges. That will guarantee that the characters will always enter the room and will be placed in the correct side of the edge.

2. Walk to points
Here I suggest that the menu for walkable areas, walk-behinds etc will also have walk-tos, here's another illustration:

Then we will be able to write an overload for the Walk function and write (in that room):
Code: ags

cEgo.Walk(wRoomCenter);
cDoctorEvil.Walk(wElevator);

And from other rooms we will be able to write (with another overload for ChangeRoom):
Code: ags

cEgo.ChangeRoom(15, "Elevator");

Although I agree that using strings is not optimal, I think it is better then specifying x,y coordinates.

What do you think?
#1264
Oooh, the spec talks about built-in worm detection, I'm convinced, I'm switching to pigeons!
Does anybody know of a good pigeon provider (with a friendly API)?
#1265
Completed Game Announcements / Re: Jimmy's Day
Sat 12/09/2009 20:26:57
Actually, the hide tag is missing from the "how do I post images" link (unless I'm blind, which is, of course, a possibility)...
#1266
Quote
Also, does anyone know of a good program that converts video into 256 colors and divides the animation into individual cels? Back in the 90's I heard Sierra used to use a program called "Movie 256" that permitted this but I cant seem to find anything like it (but I will continue trying!).
Hi, if you're still looking for a software, I developed a small software that can do exactly that (it only works on avi files though):
Edit My Movie
Just pick gif as the file format (since gif is always in 256 colors).
You can also tell the software to not extract all of the images, just those that advance the animation to a certain amount (otherwise you'll get a ton of images), just look at the readme for instructions.

And for your GUIs, I must say everything you touch turn into gold. I loved all of your GUIs, but if I have to choose, I think I still prefer version B which has a clean look and I find it more suitable for a GUI.
#1267
I liked the game, it was fun once I got past the spider puzzle which took me some time to figure out (and I think it has some bugs in it, one time the spider didn't scare me away for some reason and I just cut out all of the webs and the net was left in mid air... ).

Spoiler

I particularry liked the third creature, he was funny and it will be nice if you bring him back in the next episodes with some added character, maybe even a "Revenge of..." sort of episode. I know it was a dream, but still, maybe it wasn't?
[close]
The only thing that really bothered me was the english (I think I even missed some of the jokes because of that).
#1268
And another point of resemblence- in Grease, the name of the character played by Travolta is also Danny...
Coincidence?
#1269
Hi, overall the game was fun, I liked it a lot, well done!

The good:
* The story was nice, I really loved the ending, it left me wanting to see more.
* The graphics was also good and really fit the atmosphere of the game.
* The puzzles were (mostly) fun & logical.

The not so good:
* The GUI! I really didn't enjoy these controls. The worse part about it is that in the look mode you can see the hotspots but in the walk mode you can't, so I had to constantly switch between them. It was an interesting try to move the character with the mouse in walk mode but in the end it didn't really work for me. Another thing about the GUI that irritated me is that you can take an item from the inventory both in look & walk mode, and if there was a difference between the two then I didn't get it...
* The hints.
Spoiler
I noticed two problems here.
1. When I got the book I could only read the contents of it once, which is a problem for me, since usually when I have something to read in my inventory, I read it once briefly, and only after that I read it again more carefully...
2. The hints in the room with the fountain were not available to see when I was in the room with the mirror and the table, and I really didn't remember what was in them. This could be solved with a notebook in which you write notes after reading the hints...
[close]
* The part in the jail:
Spoiler
In the jail cell, I got the key, put in the lock, broke it but then got freed. Was there another solution to this puzzle? If there isn't then I don't see any point in that, if there is then probably the hero saying something about it would have helped avoiding any confusions...
[close]
#1270
My guess is that the walk speed is 0 when the character is standing... that's why the code didn't work in the scenario of trying to walk from a standing position. You need to do the same thing as in the running code section:

Code: ags

int mm = mouse.Mode;
    if (mm == eModeWalkto) 
    {
      if (player.WalkSpeedX == 20) 
      {
        // switch to walk speed
        player.StopMoving();
        player.ChangeView(7);
        player.SetWalkSpeed(4, 4);
      }
    }

#1271
The GUI you are describing is a Slider. Simply create a new GUI, add a slider, change the background image and the handle (you called it cursor) image, select the min & max values, and then set the slider value to the max value.
#1272
Hmmm, usually when I lose motivation, I just post a message about it in the forum and ask people what to do when I lose motivation...  :P

Seriously now, I see two reasons for losing motivation during a project:
1. You have just got to that "phase" of having to do boring and tedious work (did somebody say walk-cycles?). In this case I totally agree with what been said about just sitting down and doing some work. Even if the work you do is a little thing, you still move the project forwards...
2. You did a large amount of work, and looking back at what you've done so far you seem to think it's not up to the standards you set out for yourself. This is, for me at least, a much harder issue to deal with. The first thing I do in this case, is putting the project away for some time (say, two weeks or so). After a small time apart from the project I can regain some objectivity that I may have lost while working very closely on the project (like when you are dating the same girl for a large amount of time-
Spoiler
you might find her less attractive...
[close]
). If at this point I still think the project is not up to my initial standards, I try to analyze it and see if there is a certain part of the game that is worse than the others, maybe it's the animations, or a certain cut-scene, or something weird in the plot... If there is a specific thing, then either redo it if you think you can live up to your standards, or get help if you feel you are not capable. If there is no specific thing, and you simply think the project as a whole is not good enough, there is only one thing left to do: lower your standards (for this specific project) and finish it. You don't have to publish it if you don't want the humiliation but at least finish it for your own sake, because if you don't, it can lead to a chain of events of leaving out unfinished projects, which will eventually bring the world to its end.
#1273
Congrats from me as well, Tijne  :)
#1274
Hey Tijne, this is indeed not the easiest of games, mostly because it's what the book dictates... if i will make the next episode it will be easier and more classical point&click...

as for your questions...
Spoiler

Making a map, hmmmm... it could help a bit but I wouldn't recommend it because it's hard work that's not really necessary (i think)... you haven't found everything yet, there is also a large drawing on a wall in the center of the map(you can't miss it, so don't try searching all of the walls ;) ), and a small hourglass (to the north east, simmetrically opposite the song). There is also one more big thing to find, but I won't tell that right now, try to decipher the clues first. As for the song, while you can't hear it all in one piece since the machine will kill you, you can find a way to hear all of the words and that should help a lot (once you heard all of the words you will get the song to your inventory)... Hopefully after hearing the song and seeing the other clues you will realize (although it's not easy) what needs to be done, and if not I'm still here, you can start a thread in the hints forum if you want, i'll be watching it...
[close]

And good luck to both of you Tijne&Helme,  I haven't played your games since I'm still travelling abroad and didn't have the time, but the screenshots look good (way better than my non-existant one :) ).
#1275
I actually seen the message after I uploaded the file that said that it has 10 downloads max, but it also said that I can create a 'collectors' account for free which has unlimited downloads, and so I did it and moved the file to the account so I think it should be ok (if I understood correctly, it's possible I didn't since the help there was not too descriptive).
About the 100MBs,  I  was surprised about that too, probably related to having 65 rooms with hi-color... :)

Leon, thank you for your input, I will try to reproduce that when I'll have the time, which will be about a week from now, because i am actually abroad now on vacation... I actually was in a hurry to post the game in time before my flight, so it's possible I missed some stuff in my testing...
If you can give me some more details about the crash: can you not start the game at all? Or does it crash if you do a restart from within the game?
#1276
I made it!!

Ok, here is my game, based on a book I am now writing. Basically  I plan to make a game about each chapter of the book...
You will be able to read the first chapter of the book after completing the game. You can get the game here:
The Secret Plan 1- Running to stand still

Enjoy!
#1277
You can download the tween module, see it
here

Then you can simply write something like:
Code: ags

float secondsToMove = 1.5; //Change to the number of seconds you want the gui to move & change transparency
gFrame.TweenPosition(secondsToMove, gFrame.X, 356, eLinearTween, eNoBlockTween);
gFrame.TweenTransparency(secondsToMove, 100, eLinearTween, eNoBlockTween);

#1278
I think you can also try something like this:

Code: ags

#define SIZE 10.0 //this is the size of each grid square
#define MOUSE_OFFSET 3.0 //this is the offset you will have to click from your current location to move the player

function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
    if (button == eMouseLeft) 
   {
       if (mouse.x <  cYourCharacter.X - MOUSE_OFFSET)
       {
             if (mouse.y < cYourCharacter.Y - MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X - SIZE, cYourCharacter.Y - SIZE);
             }
             else if (mouse.Y > cYourCharacter.Y + MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X - SIZE, cYourCharacter.Y + SIZE);
             }
             else
             {
                  cYourCharacter.Walk(cYourCharacter.X - SIZE, cYourCharacter.Y);
             }
       }
       else  if (mouse.x > cYourCharacter.X + SIZE)
       {
                  if (mouse.y < cYourCharacter.Y - MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X + SIZE, cYourCharacter.Y - SIZE);
             }
             else if (mouse.Y > cYourCharacter.Y + MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X + SIZE, cYourCharacter.Y + SIZE);
             }
             else
             {
                  cYourCharacter.Walk(cYourCharacter.X + SIZE, cYourCharacter.Y);
             }
       }
       else 
       {
             if (mouse.y < cYourCharacter.Y - MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X, cYourCharacter.Y - SIZE);
             }
             else if (mouse.Y > cYourCharacter.Y + MOUSEOFFSET)
             {
                   cYourCharacter.Walk(cYourCharacter.X, cYourCharacter.Y + SIZE);
             }

        }
   }
}


Note that this should move the character one grid cell at a time, if you want to click on a distant cell you'll have to enhance this code a bit...
#1279
Hi, a little piece of advice regarding your code... When you create an object, you can name it in the designer (to say, "oFlag"), and then you can use the flag object like so:

oFlag.SetView(2);

This way, the code is more readable then if you use object[0], and if you'll look at the code a couple of months from now you'll be able to understand what you did more easily. The object structure is intended to be used if you want to access your object from outside the room you're in (and then you can't use the name of the object since it is only created locally in the room).
#1280
Maybe something like this will do the trick (I'm assuming the 60 is to the right of the left edge):

Code: ags

bool crossedLeftEdge;

function room_LeaveLeft()
{
  if (!crossedLeftEdge)
  {
      crossedLeftEdge = true;
      cEgo.Walk(-30,  cEgo.y, eBlock, eAnywhere);
      PlaySound(3);
    
      cEgo.Walk(60 , cEgo.y);
      crossedLeftEdge = false;
  }

}


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