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Topics - Babar

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Adventure Related Talk & Chat / Mechanics vs Narrative
« on: 25 Jun 2013, 15:18 »
Sorta stemming from the thread about adventure games that came up recently, I started thinking again (have I done this before? :D) about the mechanics in adventure (and other sorts) of games, and how they're quite often at odds with the narrative, something that really shouldn't be happening. One of the incredible things about games as a medium is the inclusion of INTERACTION to all the other story-telling tools. The idea of having the participants involved in the story by actually acting it out is a great thing for immersing the player into the game's atmosphere, the characters, and make the plot feel more meaningful to them. But if that interaction actually takes away from the story, it is kind of broken, then, isn't it?

Just to make sure we're on the same page:
Trapping a cat to get its hair to make a disguise moustache to pass off as someone else breaks the immersion for me.
Chasing and repeatedly whipping a rodent to direct it into becoming bait to clear a forest path breaks the immersion for me.
Having to extract numbers from a vague poem found nearby to enter a passcode to get through a door breaks the immersion for me.
Getting into a "race against time" with a wet towel to sprinkle it on some clay to harden a mould to get through a door breaks the immersion for me.
Having to connect one name with a totally different unconnected name in your "memory inventory" just so you are able to realise that you can use it as a unisex name to get by someone...that breaks the immersion for me.
(and to give a non-adventure example) Acquiring 10 kraad rabbit skulls to give to a local sorceress so that she'll help you further in your quest to save the land breaks the immersion for me.

Now in and of themselves, these little situations might be funny to me, or I might be happy that I was able to solve them in such a "neat" manner, but how do they work overall towards the narrative the game is trying to weave?
These sort of absurd situations might work in an absurd game, like Day of the Tentacle or Monkey Island. They were full of absurd situations, and it fit right in to find absurd solutions to those problems. But then what about more serious (or at least non-solely-comedic) games? Do such mechanics make sense in games involving shadowy conspiracies, Freemasons, Templars, the occult, etc.? One would imagine that maybe once or twice you may come across a situation that would benefit the story and game from an absurd solution, and the story may be better off for that, but the examples I gave aren't unique or one-off situations. Those entire games are set up like that.
Or is such stuff simple accepted as part of the genre and ignored as such (like I wouldn't complain that no one approaches me from and I can't fire towards the side in a 2D platforming game)? I'll admit, I had less problems with such games when I played them originally..I don't know if that has changed because I'm older now, or maybe because the potential for story-telling has increased or what.

Any suggestions of some non-solely-comedic games that bucked this trend? I suppose some of the more dialogue-focused games would count among them...

Or more importantly, any suggestions on how to overcome this problem?
I realise "design better stories" would be the overall answer, but it is a bit vague to be helpful :D. My general method of creating puzzles is as explained by Rodekill's tutorial (incorporated here). I write out the story as a series of obstacles, and then fill in the plot as the solution to those obstacles (as well as the gameplay in terms of solving puzzles). If the obstacle or the solution is too simple, that puzzle becomes less meaningful as a form of gameplay, but if the solution is too convoluted, then you get into the possibility of the silliness of it all breaking the immersion for the player.

So how should it work?

Hello hello!

In my never-ending quest to iterate through everything, I've reached dialogs now. The problem is, I can't seem to find a way to check if a dialog (any and every dialog) is running. I'm not using any custom dialog system, and I'd prefer not to. Still, I am displaying the dialog in a custom textwindow gui instead of the normal way.

Since I was doing that, I figured I'd simply check if gDialogs.Visible is true. However, I believe that no scripts are run and nothing is checked while dialogs are ongoing? For my check I tried using both the on_key_press function (by adding a "&& (!gDialogs.Visible)" condition to "if (IsGamePaused() keycode = 0", and then adding a check with a keypress to display a message or to move the mouse or SOMETHING to indicate that code is running), and with repeatedly_execute (again with a relevant condition) and even repeatedly_execute_always. None of these had any effect.
So...any ideas? Heck, is it even possible to run any sort of code at all while a dialog is active?

To give some context, once I can check if there is a dialog ongoing, I'd give an ability to iterate through all the options if the player pressed a button.

Also, a second issue, there some way to make visible through script a GUI set with the "Mouse YPos" setting? According to the manual, .Visible doesn't work like that for Mouse YPos GUIs. If I Mouse.SetPosition to the top within its PopupYPos value, it shows, but if I Mouse.SetPosition immediately after that again (even if it is to on top of a button on that same GUI) it doesn't show. Perhaps some issue with it not having enough time to register that the mouse was there?

EDIT: Just after I've posted, I see the thread for Phemar/Zor's dialog module :D. Still, I'd prefer, if possible to just use the normal dialog system, and not have to rely on some other module. Is dialog truly and completely blocking?

Hello BTF! Long time no see!

I've got this GUI that I want to be able to iterate through the buttons of, and then interact with the buttons.
I've got the first part down, which means I can access all the properties of whichever button I'm currently on (X position, width, ID, etc.).

But now I can't find any way to get the script associated with the button to run.
I had been using this:
Code: Adventure Game Studio
  1. ProcessClick(gOptions.X + gOptions.Controls[smb[1]].X + gOptions.Controls[smb[1]].Width/2, gOptions.Y + gOptions.Controls[smb[1]].Y + gOptions.Controls[smb[1]].Height/2, eModePointer);
But then I saw that ProcessClick ignores GUIs. GUIs or GUIControls don't seem to have a RunInteraction or a RunScript or any such thing either.

So is there a way to access any button's script at run-time? Or some way to accomplish what I'm trying without having to hardcode the different buttons' function names into an if-block in this code?

General Discussion / Game Developer? Why?
« on: 09 May 2013, 04:01 »
Assuming you're here developing games (although I suppose a sizable portion of you all are simply here to play games), I was wondering why.
I was wondering why about myself too....not sure I could pin it down. Why do you develop games? Why do you start out developing a game? What pulls you through it to the end of the game? What brings you back to develop another?

Is it the enjoyment of the adulation of fans ;D? The money being showered on you? Do you have some inner mission driving you to tell some specific story? Do you simply invent challenges for yourself and enjoy puzzle solving? Do you have some inner mission involving advancing video gaming as a medium? I've heard people say they enjoy making games they'd like to play. Is it about enjoying exercising your creativity? Why choose video games for that? Perhaps it is a quirk of the sort of adventure games we make here, but while I certainly try my best to make games I wouldn't hate, aside from bug testing or checking something, I have to admit, I don't much care to play through my own games.

General Discussion / Games for the PS2
« on: 11 Apr 2013, 07:50 »
Hey everyone!

I decided to join you all in your new-fangled technologiness, and got myself a brand-spankin-new, top-of-the-line, cutting edge PS2!

The next step, obviously, is to get games for it, which is where all you fine folk come in! I have a short amount of time to order lots of good games (I'll be travelling soon after, and don't know the intricacies of regions and compatibility, or if PS1 games would work on a slim, regardless of regions and such), so I want to get the best! I realise that I could look up 'Best of' lists and such (and I have), but I figured that this community probably has a better and more personalised feel for what I'd like (not to say I want adventure games, those things suck :P).

So, for example, I've heard good things about Shadow of the Colossus. And Ico. And Jax & Drexter. And Ratchet & Clank. And God of War. These are games I've heard of constantly as a computer gamer, that supposedly added to what games are, and gave games a context that I am fundamentally unaware of, having never experienced them. AND they're supposedly fun/enjoyable.

Can you suggest to me some more such games? Tell me all you can think of that run the gamut of good (or even just FUN) console games! Or even tell me they're not worth it, and recommend totally different stuff. Or even if Tekken 4(5?) is not worth it (with me having fond memories of constantly beating my friend in 3 on his console and later my emulator) and I should get some other fighting game!

Beginners' Technical Questions / Noob Scripting issue
« on: 19 Dec 2012, 12:06 »
Hello everyone!
Been a long while since I posted in this forum...please don't hurt me too much :D.

So I'm trying to find the leftmost and rightmost x value of all the hotspots in any one room. This is what I have so far (runs in room_Load()):
Code: Adventure Game Studio
  1.   int cc=0, x=0, y=0;
  2.   int hmin[50];
  3.   int hmax[50];
  4.   int IDmax=0;
  5.   Hotspot* HatXY;
  6.   while (cc<50)                            //Initialising array
  7.   {
  8.     hmin[cc]=Room.Width;
  9.     hmax[cc]=0;
  10.     cc++;
  11.   }
  13.   while (y<Room.Height)
  14.   {
  15.     while (x<Room.Width)                    //Going through Room pixel by pixel to find width of all hotspots
  16.     {
  17.       HatXY=Hotspot.GetAtScreenXY(x, y);
  18.       if (HatXY!=hotspot[0])
  19.       {
  20.         if (HatXY.ID>IDmax) IDmax=HatXY.ID;
  21.         if (x<hmin[HatXY.ID]) hmin[HatXY.ID]=x;//Gets minimum x value of hotspot HatXY
  22.         if (x<hmax[HatXY.ID]) hmax[HatXY.ID]=x;//Gets maximum x value of hotspot HatXY
  23.       }
  24.       x++;
  25.     }
  26.     y++;
  27.   }
And it doesn't work. I've checked with debugging, but putting a breakpoint inside the if, but it never enters into the "if (HatXY!=hotspot[0]) {...}" condition. I had replaced "hotspot[0]" with "null", that didn't help either. My room DOES have hotspots and it is NOT a scrolling room (although I'm curious if that matters if the viewport is set to zero). I tried putting the code in room_AfterFadeIn() as well, but it still didn't work. I randomly tried declaring the pointer inside the loop, and even assigning the GetAtScreenXY value outside the loop, it doesn't work.

Could someone please tell me, or help me figure out what the problem is?

Adventure Related Talk & Chat / Multiple Endings
« on: 03 Dec 2012, 08:18 »
From as long as I can remember, "Multiple endings" have been a selling point or something praiseworthy in adventure games, but I've never quite understood why. The ways I have seen it done didn't seem to be good methods. Honestly, the only only "good" way I've seen it done isn't in adventure games; it is in those open-ended free-roaming RPGs that essentially give you total freedom anyhow, and I'm not sure how easily that could be applied to adventure games. The way adventure games do it seem to fall into 3 groups:

The first way, which I'm sure everyone can agree is a bit silly is everything going the same, and then right at the end, you have to make some sort of choice (through dialogue or some such thing), and then depending on that, your end cutscene/text is different.

Similar to the first way is one where the choices are in the middle of the game, or littered throughout, or hinging on something like whether you got a particular inventory item, or used it or such, and then depending on that, the end cutscene/text is different.

Finally, there is where the game forks out before the end, and you play a bit (or a lot), and then depending on which path you took, you get a different ending.

Now in the first and second case, it would be pretty silly to try to make it a selling point (although a number of non-adventure AAA games do just that even today). In the third case, perhaps it is because I've never seen it implemented properly, but it annoys me somewhat. The way I've seen it used is to provide "lesser endings" alongside the optimal ending. I've even seen this suggested (even on AGS) as a useful method of allowing variable puzzle difficulty: Someone solves the really difficult puzzle, they get the best ending. If they are unable to solve it, they get one of the secondary ending. I don't know about anyone else, but I am really not fond of this...it feels like a form of punishment, especially in some games where after the game is finished it gives a message like "You have completed the game on easy, you should now try completing it 'properly' for the 'proper' ending!".
Again, I can only speak for myself, but having just completed a game, being told (or seeing) that what I did was something lesser, I'm not usually in the mood to restart and go through most of the same game all over again till I get to the point of the fork to choose the different fork (this becomes an even more annoying problem when the fork is something like not having picked up a particular inventory item at one point, or not using it properly...something you might not even know).
The way I end up having to deal with this becomes an incredibly immersion breaking thing...if something pops up that appears to be a fork, usually in the form of a dialogue choice like "Do you want to do X or do you want to do Y?", I usually save (or more often load a slightly older game, get right before that point and save, because you can't save during dialogues), and then proceed. If I'm seeing signs of this being a "lesser path", I load and try the other. I realise fully that this isn't the way the game is supposed to be played, but why should I continue down a path in a game that I KNOW is going to be one of the lesser paths, and probably end with a less than optimal ending?

How do you deal with these multiple ending games? I've got to admit, replayability itself in adventure games isn't something that's worked on me, so I might not be the intended target for "multiple endings"..it took me almost 9 years, with long gaps inbetween to finish all three paths in Fate of Atlantis (although that was an example of multiple solutions, not multiple endings).
Perhaps I have missed out on some major adventure games that had proper multiple endings that didn't have one or two be the "good" ones and the rest be lesser endings. If so, please enlighten me, I would appreciate it.

Also, in the interest of honesty, I'm actually using the 2nd method I listed in my game :D, where a number of totally optional items, if picked up, will very superficially change the ending, but none of them in a negative way, unless you don't find any of the items at all, which would be difficult to do.

General Discussion / Scotch come back!
« on: 08 May 2012, 15:49 »
Come back from wherever in the highlands you are hiding! PEOPLE WANT YOU BACK!

(The Acknowledgement page in the report for my final year project at college...submitted in 2009, but I just got the idea to upload this photograph)

There sure have been a lot of great guys who came, left an impact, and then...disappeared. I just realised I've been here almost 10 years now, and....haven't got much to show for myself.

General Discussion / The old song-game!
« on: 08 Jun 2011, 19:08 »
I remember seeing this game ages ago on AGS (back when my bandwidth didn't really allow me to participate :D), and I was feeling nostalgic today, and someone linked www.vocaroo.com which lets you record tiny thingoes.

So yeah, basically, I sing something, and then set what the next thing to sing is.

My horrible rendition of Aerosmith's Pink, certainly not helped even by the fact that I was listening to the song while recording

Next up, Queen's "I Want to Break Free"

just use that vocaroo thing and record it yourself, then post it here, along with the next song to sing :D.

General Discussion / Belief Quiz
« on: 12 Apr 2011, 06:48 »
Perhaps odd, being as this is on the heels of my previous thread in here about politics, but I thought it might be interesting to find out this stuff too. I know you're mostly all a bunch of dirty atheists, but what ELSE are you? :D
Unfortunately, I don't think a fancy graph could be made of this information, but you can still paste your results in this thread.

Belief-o-Matic Quiz
It's a pretty old quiz, and you've probably done it before (maybe even on the AGS forums, although I couldn't find it), but do it again anyhow!

My results:
1.    Reform Judaism (100%)
2.    Islam (98%)
3.    Orthodox Judaism (98%)
4.    Sikhism (92%)
5.    Baha'i Faith (88%)
6.    Liberal Quakers (75%)
7.    Jainism (72%)
8.    Unitarian Universalism (66%)
9.    Church of Jesus Christ of Latter-Day Saints (Mormons) (62%)
10.    Orthodox Quaker (61%)
11.    Mainline to Liberal Christian Protestants (60%)
12.    Neo-Pagan (55%)
13.    Mainline to Conservative Christian/Protestant (52%)
14.    Mahayana Buddhism (50%)
15.    Hinduism (49%)
16.    Seventh Day Adventist (46%)
17.    Eastern Orthodox (46%)
18.    Roman Catholic (46%)
19.    Jehovah's Witness (45%)
20.    New Age (44%)
21.    Theravada Buddhism (37%)
22.    Scientology (36%)
23.    Secular Humanism (35%)
24.    New Thought (32%)
25.    Taoism (27%)
26.    Nontheist (23%)
27.    Christian Science (Church of Christ, Scientist) (22%)

General Discussion / Disappearing Text in Firefox 4
« on: 26 Mar 2011, 15:46 »
I googled around a bit, and perhaps because I don't know what words exactly to search with, I've not been able to find a solution to this problem, so I was hoping the good people of AGS could help me.

Ever since I upgraded to Firefox 4, I've been having issues with text disappearing.
Facebook and Hotmail are 2 sites where this is fairly consistent. The text disappears (or loads invisible), and then with mouseovering or scrolling the text reappears, but then after a bit, it disappears again.

Hotmail is the same- I can't see any of my mail. The problem even pops up (but much more rarely) on these forums, but disappears with a little scrolling or with refreshing.

From some vague information off one of the few places I could find where someone mentioned having a similar problem, apparently, some issue with the css in those pages/sites is to blame?
Does anyone know how to fix it?

PS: And yeah, hahah, but please, suggesting "Switch to Chrome!" or "Switch to Opera" is not really helpful :P

General Discussion / Politics in AGS
« on: 29 Nov 2010, 08:19 »

I just got the idea that it may be potentially interesting to find out what kind of political people on AGS are.

I was pretty surprised how I came out so libertarian, but Calin's results were not so surprising :P...it seems that my random sampling of those present in the AGS IRC chatroom currently shows a libertarian left slant. It is your job to change this (or cement it in place :D).

EDIT: Added Everyone so far

It is getting a bit crowded in that corner...perhaps I should change the names to numbers in the image soon.

Here is the test

And you can fill in whatever value you obtained here:
The AGS Political Spectrum (so far)

Everyone fill it in! I want to have an understanding of who I will have to kill in the upcoming revolution. :P

Advanced Technical Forum / Importing Masks?
« on: 13 Feb 2010, 20:02 »
For quite a while now I've had this problem where no matter what I do, it has been impossible for me to import a mask for hotspots, walkable areas, etc. I either get a message that

"This is not a valid mask bitmap. Masks must be 256-colour (8-bit) images, using the first colours in the palette to draw the room areas",


"Invalid colours were found in the imported mask. They have now been removed.

When drawing a mask in an external paint package, you need to make sure that the image is set as 256-colour (Indexed Palette), and that you use the first 16 colours in the palette for drawing your areas. Palette entry 0 corresponds to No Area, palette index 1 corresponds to area 1, and so forth."

Now I am certain I am doing this all properly. I ONLY use the basic first 16 colours.. After that I save it as a 256 colour bitmap (if I'm using paint), or I set it to Indexed mode and then save as an 8-bit image if I'm using photoshop or something.

I even made CERTAIN that I was not going outside the main 16 colours by first saving the image as a 16 colour bitmap (in paint) or a 4-bit image (in Photoshop), and then resave it as an 8-bit image, but still no luck.

I usually get the 2nd message, and only get the first when I start experimenting with file formats and colour depth in desperation :D.

It seems weird that such a major thing was not caught out by now, which makes me think maybe I'm doing something wrong, but I have no idea what. I make/made extensive use of the import mask function, because I like my hotspots/walkable areas/walkbehinds to be EXACT, and they can get pretty complex at times, so doing it by hand in the editor is just not feasible.

Thanks in advance!

General Discussion / Don't you just hate it?
« on: 10 Jul 2009, 13:45 »
The Frequency domain.


It's the nastiest, most unnatural, unintuitive thing in the universe.

Imagine how warped kids would be if they were taught stuff in the Frequency domain, instead of normally, like us! It is a good thing most people have built up a resistance by the time they're exposed to this nastiness!

I mean, hey, you have some of the greatest pieces of artwork in the world:

But if you try checking it out in the frequency domain:

Utterly destroyed! Insulted! Denigrated! An attack on the sanctity of reality!

How can this be natural? How can this be allowed? It is absurd!

And it is not just pictures, either! It is sound too!
You say something as simple as "Church", and they'll nasty it into the frequency domain, and give you back this:

You know what they do with the frequency domain with regards to sound?
They can steal your voices! Pretend to be you! Or even worse, Warp your voice, and change your very being!

You know what they use to transform stuff to the frequency domain?
IMAGINARY NUMBERS! Numbers that aren't even real! That are excluded from reality! Numbers that very well shouldn't exist! And they mix them up with the exponential function, and nasty little trignometries!

And you know what the worst part is?!
It is all a farce! There is no such thing, even! "The Frequency Domain" can be anything from a "Fourier transform" (that has absolutely NOTHING to do with the number 4), to a Wavelets. Nobody can decide which!


I have a number of objects on-screen that I want to fade away from totally visible to invisible in a certain amount of time. So I checked up Object.Transparency(...) in the help file, and found some code for doing exactly what I want (with editting the object[0] to the name of my object and all):

int trans = object[0].Transparency;
while (trans < 100) {
  object[0].Transparency = trans;

Problem is that this code doesn't fix what it claims to fix in the help file (using a loop with object[0].Transparency++; is not recommended as it will probably end too quickly). What I get is a wait of about a 100 cycles (or more when I increased the value in the wait), and then suddenly the object becomes invisible.

Is there any way to have a gradual change from visible to invisible for an object? Thanks!

Completed Game Announcements / Smiley's Quest!
« on: 22 Sep 2008, 17:11 »
Yay! The first thread I've started in the Completed Games Forum!

I'd like to introduce you all to.....

THE MOST AWESOME GAME EVAAR! This most awesome game traces it's history back to my beginnings at yabb. The earliest sprite of this game is from August 5th 2003, 2 days after I joined these forums. Don't think that this extraordinary length of time will mean good gameplay, though....because I think I abandoned it less than a few months later.

Well, recently I found it lying on my computer, and decided that since it was so near completion, I might as well finish it off, and post it. SO! Remember this game was made by my 17 year old self, with a perhaps rushed off ending, is a completely traditional game, and may very well not be to your taste. But aside from that...IT IS THE MOST AWESOME GAME EVER. While I got a lot of great beta testing help, the actual work that went into the game is ALL MINE.

So now, without further ado, I present to you:


Join our hero in his adventures through eye-gouging graphics!

Console him out while he solves the mystery of the murder he has been accused of!
Help him out as he uncovers a conspiracy that dates back to the beginnings of humanity!
Tag along with him as he saves the WORLD!

- 320x200 & 16bit graphics
- Over 20 rooms (Give or take a zero)
- Previously mentioned eye-gouging graphics
- Jokes only smart people will understand  :=
- A conspiracy that will rock your view of the world
- Fun (and insanity) for the whole family!

Get it here!

Critics' Lounge / Shoot-em-up
« on: 25 Aug 2008, 18:04 »
I'm not sure this deserves a new topic, but considering that I am going to code everything from scratch, I thought I might as well get some help. Some of you might remember this little shoot-em-up type thing I made for the Coding Contest a while back. Here is a link.

For those of you who don't want to sift through ancient code, here is the rundown:

* It has a scrolling, looping room.
* It has the player character y decreasing constantly (ie. the player is moving up at a constant speed)
* The player moves around using arrow keys
* It has randomly appearing rocks (as objects) that block the player's path
* It has randomly appearing monsters (as objects) that can be shot at.
* Shooting occurs by checking if there is a monster object with the same x position as the player (There is no actual projectile).
* If the player goes over an object, the health decreases.

Okay, so now what I WANT, is:
* To have moving enemies. I don't mind so much if they don't move backwards and forwards (they should be moving towards the player anyway with the cEgo.y--), but I want them to at least move left and right (perpendicular to the motion of the player).
* I want some of them to be able to shoot back also.
* I don't know how it'll change at the back-end, but I won't be having any randomly generated immobile objects (like the rock objects in the example I linked).
* If it gets that far, I'd also want to have weapon upgrades, armour upgrades, etc.
* I'm not sure if it is better or worse this way, but should I go with actual projectiles? For stuff like 'missiles' and such, a little flashing muzzle isn't exactly the best idea, right?

Now I'm not asking for someone to code all this for me, I'd just like some help in the basics of how I'd go about it. Would it work on a framework like the one I had before?

* Like I'm assuming an armour upgrade object (which would appear when I blasted a monster) would increase the value of health (which I already have as a global int).
* Weapon upgrades might make sense if it took more than 1 shot to destroy a monster (which it doesn't now, and if it did, that would mean I should have variables for the health of each monster on screen?), or if the weapon did different things, like fanning out the missiles in different directions, or firing four at the same time, or something.
* In fact, how would I handle the monsters? I assume I'd use characters instead of objects (which I am using now), but will that cause a problem with collision detection? What about their movement?
* Also, whether speed upgrades would be of any use...

I'd appreciate help in this, and I wasn't sure where to post this, but C&C seemed the most appropriate place.

EDIT: Sorry, it appears I didn't have a compiled folder in that last rar. Put one in now, so you wouldn't have to download 2.72

Advanced Technical Forum / Error on sprite import
« on: 30 Jul 2008, 14:16 »
I get this error when I try to import a new sprite. After the error message is closed, the sprite import window becomes a white rectangle with an X across it. My game is 8bit, and the sprite is also 8bit.

Code: [Select]
Error: Out of memory.
Version: AGS

System.OutOfMemoryException: Out of memory.
   at System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)
   at AGS.Editor.SpriteImportWindow.previewPanel_MouseDown(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

PS: I have 512Mb RAM, and I had disabled my antivirus, closed all the extra messengers, etc. while working, so it would be very odd if it actually WAS out of memory.

Beginners' Technical Questions / Text cut off in editor
« on: 01 Jul 2008, 16:17 »
This happens:

It's probably not really a problem with the AGS editor itself, maybe something to do with my settings, but no other similar program (eg. Visual Basic 2005, Visual C++ 2005) has this problem, and this same problem is also in older versions of AGS (2.72 and 2.7). Please help?

Critics' Lounge / Trench-sprites
« on: 17 Jun 2008, 20:56 »
Although with my impending exams and all, right now is the worst time (and therefore the time I dot it), I wanted to tackle sprite art. I really didn't want to draw just 'anything', so I asked my friend for a concept. He gave the idea of a trench-coated, sarcastic and whip-witted detective type fellow with a cat. I started out (mostly forgetting about making him sarcastic and witty), before realising that the pose is somewhat similar to a villainous Mr. Smith. I opened up the image (it may be a bit stretched due to pixel aspect correction), and then made a big mistake: I wondered, why can't I draw like that?

I know the white pixel next to the "cat's" ear is irritating, but please, bear with it for now.

The shading on Mr. Smith's waist-coat and pants seems almost random, but it works! His trenchcoat is better, and I tried emulating it by having those wavy lines under my own fellow's pockets, but it didn't work :(. Also, while Smith may be slightly wider, he still seems to have much more detail packed into him than my own fellow. I tried adding a one more 'highlight' colour to my man's coat, but that made him look like some sort of cut-out square box-man.

I will probably be sleeping for the night right now, so I can't really respond until tomorrow, but I would really love some help. And hell, a sort of 'art mentor' for the summer would be a great boon for me. I would pay you back in dense packets of gratitude.

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