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Messages - Fritzi

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1
I don't see how the new function can give a different result, the only
difference is a couple of checks which should not influence the cases
beomoud describes.... Can anyone explain?

2
Great game!

I didn't vote for this game for the nominations, because I hadn't played it yet.
 But this weekend I've played it and  I'll vote for it .

The strongest points of the game are clearly the description of the society as a whole
and the visual impact of the city itself - as a whole.  The Orff music was
very appropriate!

 The description of  individual psychology  could have been more worked out,
and the puzzles were not really difficult. I liked the last one though, I believe it
was an original abstract puzzle. Those are not so easy to invent.

I'm impressed by your dedication, and I really look forward to the next installment.

3
Beginners' Technical Questions / Re: multiple base lines
« on: 17 Jan 2009, 22:38 »
So you have several walk behind areas, and need a separate baseline for each, right?

That's easy. In the editor, you  choose one base line for each area. No reason whatsoever
to choose the same one.

4
This is a great program. It seems to me that it would become even better with some sort of extension to modify the .xml files. It is actually not that hard to edit those files manually with a text editor,
but it would be simpler and more convenient to have a graphic editor.

Then it would not be hard to make a "up" cycle, and it would also be easy to incorporate
whatever silly walks you could come up with. Or even to modify the template to
animate a dog or an  octopus.

The current beta version does go a long way to do this, but it seems to have several bugs, and I could
not make it work for me.  It would be wonderful to have a version that was as reliable as version
1.10 of the  program and could roll the bones like the beta version!

5
(1) It's eModeLookat, not eModeLook.
(2) With the code above, you loose the ability to talk to players, I'd suggest the scheme Leftclick = walk/lookat, Rightclick = talk/interact.

[code]
  else if (button == eMouseLeft) {
    int mm;
    if (GetLocationType(mouse.x, mouse.y) == eLocationNothing) mm = eModeWalkto;
    else mm = eModeLookat;
    ProcessClick(mouse.x, mouse.y, mm);
  }
  else if (button == eMouseRight) {
    int nm;
    if (GetLocationType(mouse.x, mouse.y) == eLocationCharacter) nm= eModeTalkto;
    else nm=eModeInteract;
    ProcessClick(mouse.x, mouse.y, nm);
  }
[/code]

6
Thanks Ghost, I suspected as much. I Will Comply.

7
I'm attempting my First Game, and because  my main virtues is that I'm very  lazy,
I'm borrowing the character "Roger" from the demo game. But I will need more characters.
To produce a nice walk animation for these characters. I'm using the Walk Cycle generator.
This is an excellent program, but out of the box it produces sprites which are
a lot larger than Roger.

Forgive me for beeing a total newbie, but I don't know the proper way to handle this

Is there an easy  way of making these characters similar in size? Should I modify the "WalkCycle Generator",
(sounds hard) or should I try to scale Roger? Or maybe just forget about him, and produce all
my characters with the generator?

8
Error report: The link to the BFAQ in the first post of the thread points to an empty wiki page,
The link should point to http://www.americangirlscouts.org/agswiki/Category:AGS_Beginners%27_FAQ
instead of http://www.americangirlscouts.org/agswiki/Index.php/Category:AGS_Beginners%27_FAQ

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