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Messages - Matti

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She's huuuge 8-0! She wouldn't even fit in any game using a standard pixel-resolution.

If you're going for such a high resolution (and little detail) I wouldn't recommend drawing on a pixel-level. I'd keep the art in 3d (and maybe use some toon-shader?), draw with soft brushes or use a vector art program.

If you really want to do pixel-art, use a lower resolution and make the character much smaller. Most pixel art games have a 320x180, 320x200 (or 320x240) resolution. Wadjet Eye's latest game Unavowed has a resolution of 640x360. If you go much higher than that you can't distinguish the pixels anyway..

Adventure Related Talk & Chat / Re: Left/Right clicking
« on: 20 Nov 2018, 11:58 »
sorry to disappoint you, but it's not, in beneath a steel sky you use/pick up with RMB and walk/look with LMB. both mouth buttons let you talk to a character. I took these notes a thousand years ago

Oops, I always thought it was the other way around :-[ My bad for not having played the game..

Perhaps surprisingly, a lot of modern gameplayers have never played (or barely heard of) BASS.

As several AGS authors have discovered, numerous players will not realize that the right mouse button does anything, unless you make this abundantly clear in a tutorial (or perhas with a config switch like this one). It's not good design to assume that players will be intuitively familiar with the interface of one particular classic.

I know, but I'm talking about adventure game players, and regardless of whether they've played BASS or not, I thought that left click = interact / right click = look is pretty common two-click interface. Maybe it's just me, but the majority of games that I've played that use a two-click interface have left click as interact.

I've read about those young, modern players not using the right click at all (wrong), but the question was only about the two options. And wouldn't it be even worse if right click was interact, but the players wouldn't use it at all? Anyway, as long as I don't work on something commercial, I refuse to make an adventure suited for people playing it on a subway train trip on their smartphone..

Adventure Related Talk & Chat / Re: Left/Right clicking
« on: 19 Nov 2018, 11:39 »
Left click INTERACT / Right click LOOK

That's the classic BASS interface and people are used to it. Doing it the other way around is very counter-intuitive and might confuse players a lot. Of course, adding a switch would be ok, but I'd make BASS the initial/standard setting.

Yeah, I tried out yEd a few days ago, too, and I like it (mostly because it's really easy to use).

Thanks for the links, snarky, I didn't really follow the discussions back then.

AGS Games in Production / Re: Deadly Sunsets
« on: 12 Nov 2018, 20:53 »
Sawyer, it's a game in production and it was last updated in 2012, so..

Beginners' Technical Questions / Re: new elements for GUI
« on: 10 Nov 2018, 10:05 »
What editor version are you using? As of 3.4.0 the GUI control limit has been removed.

General Discussion / Re: Site of optical illusions
« on: 08 Nov 2018, 14:41 »
They seemed to be jumping up and down quite a bit for me.

Now that you mention it I see it too. Before I didn't ;-D

General Discussion / Re: Site of optical illusions
« on: 05 Nov 2018, 13:21 »
Hell of a bump! I thought Rui was back

Me too :-D

Changing the Z property does work. Here's the situation with the normal blocking rectangle (second image) and changing the Z property to -4 (third image):

(blue is the walkeable area, the yellow lines indicate the character's basline)

If objects would have a Z property this could fix the problem. I'm not sure if this will cause other problems though and I already noticed that I have to alter the walkeable areas, because now the character is walking a few pixels into the area because her shoes go beyond the baseline. I also have to get used to the fact that now she is walking right into the cursor (and not above) when walking around.

AGS Games in Production / Re: The Witch House
« on: 23 Oct 2018, 17:23 »
Beautiful background, I'd love to see the other versions! Must indeed be a lot of work to have different day time in your game.

It's always a pleasure to see updates of your game :)

Monsieur OUXX, I started a thread in the editor development forum. If you want, bring in your ideas there.

I'm not sure what you mean by hidden timer, but if you look up SetTimer in the manual I think you will find what you need.

Yes, that is a workaround and in my case (where the object isn't supposed to move) I can just cut a hole into the walkeable area. I just think that either way it's rather annoying having to do this for every solid object.

Also, the blocking areas of the characters are off. With a perspective like this where characters aren't flat and have a few rows of pixels in depth, the blocking rectangle should have a lower y-value.

After having this issue with the blocking areas of characters and objects, I thought it would be great if one could specify the area that is blocked (especially the height), to account for the perspective/depths of sprites.

One simple way would be to specify if an object's or character's blocking height is centered around the baseline or if it's lowest point is the baseline. A more advanced and maybe unnecessary way would be to set the corners of each rectangle.

Would something like this be feasible?

Hm, I thought so. The chair doesn't need to be moved so I'll just cut a hole into the walkeable area. But maybe this is something that should be improved. I remember quite a few situations in other games where the characters would walk around objects rather strangely. Now I know why ;)

EDIT: It's even worse that the vertical center of the rectangle is one pixel below the lowest pixel of the sprite.

I haven't worked with blocking objects in a long time and now that I do I'm having some issues. I think it isn't very convenient that the blocking height is centered around the baseline, because in most cases you'd want an object to be blocking from the lowest point upwards.

In my case, the character walks right through the chair, but cannot go past below it. I tried changing the chair's baseline but that didn't change the blocking area. I could use a dummy object or alter the walkeable area, but I'm not sure if I'm doing something wrong with the baselines or if there's another way to accomplish this.

Here's the situation with the walkeable area minus the blocking rectangles which are way off:

@Cyrus: WOW! You wrote a walkthrough for a game you never even produced? I can't decide if this is kinda brillant or absolutely crazy! Soooo much work! All you have to do now is ...the rest. But nevertheless: WOW!

@All: Did some of you guys ever do this? Anyone? Hello? 8-0

I wrote a walkthrough for the game I'm working on right now, which is still far from being finished. It's way shorter than Cyrus' game though and I only wrote down the necessary actions. Nevertheless, it really helps to get things right, avoid logical mistakes and think about certain situations, plot elements, dialogs..

Shouldn't HotspotLabel.Text = ""; do the trick?

Add spoiler tags, Blondbraid!

I don't have the time right now to recreate the situation and I also don't know how the module works exactly, but

1. if you want to have something updated while some blocking command runs you have to create the function repeatedly_execute_always() and put the specific code in there.

2. if you want to lock the mouse to hotspot coordinates in a scrolling room, you have to check GetViewportX() to get the X-offset of the viewport. Hotspots use room coordinates while the mouse uses screen coordiantes.

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