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Messages - Fritos

#1
Oh, my apologies on bringing up a old topic. I tried doing some searches here, but I always timed out.

Well, anyways. I was just doing some google's on some old online games, and alot looked more primitive than what AGS can do, so was just dreaming I 'spose.

Please feel free to lock/delete this thread if you wish.

#2
I do know of the TCP/IP plugin, but it looks as though it has gone the way of the wind. Now I know there will be opinions of this, but I think having the ability could open up more possibilites of the engine.

Just mine 2 cents. I'm a very big MMO fan and I think it would be VERY fun to have AGS have this ability to be able to make out own little MMO's. :)
#3
What I'm looking for are any ideas for a way to make a loot system for creatures/characters that are killed that the main character could loot off them.

So, basically I would have 10 or so items that could possibily be gotten from the database of dead corpse. But have it randomized, so only 1-2 could be shown at a given time when the mob is killed.

Hope this makes since. Any suggestions?

BTW, this is centered around an RPG theme. For those who have played them.
#4
Gotcha. Thanks. I guess I'll just have to have the code display nothing if the value is 0. Appreciate the help! Thought it might have been a bug. :)

[Edit] Code all fixed. Thanks again!
#5
I'm using properties for my inventory to have some base stats to my items. If I leave a number property blank, AGS 2.71 Beta 3 keeps filling it in with this number: -2147483648

Unfortunately, I can't fill it with 0. Because I don't want anything to be displayed on the detail screen I'm using that pulls these stats from the properties.

Any suggestions what might be happening?

On a side note (Don't know if this has been mentioned): Can we have properties that are group specific? Items, Characters, Screen Elements, etc? This way it keeps everything more organized. I never use properties for my items, that I would use on my characters, etc.. I'm using the properties as a base stats mini-database for items, characters, etc and the list is becoming very daunting.

Or maybe even a check-box of just the properties that you want to use on a specific element.

[EDIT] It also does this in 2.7 and 2.62

Edit by strazer: As for the suggestion: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=190
#6
I have a function that will grab properties from my inventory items for me to display. This work's great pre-2.7, for any item the person clicks on:

Ã,  Ã,  Ã, GetInvPropertyText (GetInvAt (mouse.x, mouse.y), "Describe", describe);

Now in 2.7+ how can I get the item number to be whatever inventory item the person clicks on?

Ã,  Ã,  Ã, inventory[2].GetPropertyText("Describe", describe);

I've tried replacing with mouse coords. etc, with no avail. I also tired looking at the GetAtScreenXY command but can't figure how to plug it into the script like in pre-2.7.
#7
Thanks. Exactly, what I was looking for. Appreciate the assistance.
#8
I know that I can mute a line of code from compiling by using the "//".

But is there a way to block out a chunk of code from compiling without having to put the "//" on every line?

I want to move some code around, but don't want to delete the previous area, just in case.

Thanks for any help.
#9
Unfortunately I still get the white background. I tried it in 2.62 and in the current beta. I'm really looking forward to this feature, so don't dispair. If I knew any ounce of programming, we'll you know how that goes.

Thanks again for your efforts!!  ;D
#10
General Discussion / Re: Sprites in AGS
Sat 20/11/2004 23:21:24
This is where your alpha channel is.

#11
General Discussion / Re: Sprites in AGS
Fri 19/11/2004 22:44:52
What version of Photoshop do you have?
#12
General Discussion / Re: Sprites in AGS
Fri 19/11/2004 16:09:25
When you design your sprites in Photoshop, you need to keep in account that the alpha channel in what will make your sprites anti-aliased. Just make sure that when you design your sprite that the colors spill over the alpha channel, so it picks up the colors from your sprite to anti-alias instead of picking up the background color of your layers (i.e. why you get a black/white ring).



Here's a Zipped Targa file to load into Photoshop, so you can get a better idea. Just look at the alpha channel (The tab named "Channel", next to your layers tab) to see that the anti-aliased area is actually smaller than the sprite area.

http://www.2dadventure.com/ags/Example.zip

Hope this makes since.
#13
I'm interested in looking this over, but unfortuately the template doesn't show up when I use the 2.62 or the Beta 2.63 release?!?
#14


Here's also another idea. When I looked at your images, I got the feeling that the dream scene nessessarily wasn't a pleasent one by the use of the monotone colors. All the garbage I put in the scene is film grain, dust, hairs, etc... (like the dream scene was being played back on film)

I don't know if this is for a cutscene for you, but either way you could easily use a background animation of the film grain, dust and hairs moving around, giving that film look while the character is moving around (of course the EGO would also be in B&W for the full effect) in the dream!

Just another idea to help you brainstorm. Good luck!
#16
Critics' Lounge / Re: Critique my Background
Wed 21/07/2004 22:33:26
Albit I'm no graphics artist or a scientist for that matter. But here's and idea on your planet and moon space scape. You had 2 different lightsources for your planet and moon ( The green moon looks like the light is coming from the bottom and your purple planet has light coming from the upper right).

Most planets have some sort of atmosphere debris that gives that aura around the planet from the sun reflecting through the atmosphere, which you got down great from your image, just remember that the aura color will be very close to what a majority of what the planet is made of. Normally the aura doesn't show on the shadow side of a planet, but it doesn't have to be 100% realistic, also I added in some space junk for fun.



Look at this topic: http://www.agsforums.com/yabb/index.php?topic=13576.20 for more info on helping you make star/planet backgrounds for your images. There's a program that'll help you out.

Hope this gives you a better idea.
#17


There's a program called Universe Image Creator that can create stars, galaxies, nebulas, etc..

I added some different stars and clusters to the background. It's a little exaggerated, just so you can see what this software does. It a pretty cool program (also has a photoshop plugin), and makes life alittle easier when try to make space backdrops.

Hope this helps a little.

http://www.diardsoftware.com/
#18
I have the CD version... Let me know if you need any further assistance. I sent you my email to your hotmail account.
#19


What about this one?
#20
Bump

Thanks for the comments Andail. You are right about the trees. There will be bushes and more grass added as in reference to the original image.

What would be recommended to lose the computer generated feel. I tried to do paint-over on everything that was generated to make it blend in more with the over-all image.
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