Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - iamlowlikeyou

#1
Completed Game Announcements / Re: 30 minutes
Wed 15/07/2020 14:54:30
Very nice game with a great atmosphere!

It may be that I'm just too stupid, but it seems maybe a bit too difficult - or it might just need a few hints. I managed to get to ending #2, but now I'm stuck.

Spoiler
I got the eye, which I used to get to ending #2, and I don't expect I'll need that for anything else?
Then I got the spoon, fork and knife, and the glass of water (I refilled it). And then I just got the password from the poetry book, and thought that would allow me to pass the door with the panel, but I guess I'll have to power it up somehow too. But I have no idea what to do, and I can't think of anything I haven't already tried. Little hint?  :-D
[close]

Oh, and I found a small bug:
Spoiler
after opening the upper left hibernating bed, it seems that the old hotspot still remains underneath the new one.
[close]
#2
This game was really enjoyable! All the puzzles were logical and with a fair difficulty. The graphics were beautiful and consistent, and the GUI was seamless. Definitely one of the best indie games I've played in a long time!

My only objection was that some of the dialogues were a bit too long, but that's mainly a matter of taste  ;)
#3
How do you expand a selection, you have already made?

EDIT: Sorry, I found it via a quick Google search ::)
Thanks, Scavenger - I think I'll go with that method, it sounds effective!
#4
Ooooh, I get it now :D
Yeah, that WOULD actually work.

But also the pen tool could definitely work, I never actually knew what it was for...
#5
The thing is I want the outline to be antialiased to have a smooth look, so it's no good sharpening it :)

The link is broken, but I'll check out that blog and see if I can learn something, thanks!
#6
This is actually a pretty simple question, and may sound a little stupid, but how do you usually draw/paint and colour graphics in high-res, if you want it to be anti-aliased?
I'd like to be able to make black (or whatever color) outlines, and then colour inside the lines (fill) in an easy way.
Is there a shortcut to this in for example Photoshop, without using vector graphics, or do you have to colour it manually with a brush?
If I use the filler it either makes unwanted outlines or eats some of the black outline, if you know what I mean?
Sorry, I'm not really able to put it in a technical way, because I don't know the terms.
I have used photoshop a lot as well as drawn and painted all my life, but this one thing I've never understood.
How you for an example say they drew the graphics in games as Curse of Monkey Island?

EDIT: I know you can use layers, and make the fill color on a layer underneath the outlines, but still it takes a lot more time to avoid colouring outside the lines (like in a colouring book :D), than it would to just fill the area...
#7
Thanks, Khris!
I didn't think it had anything to do with the module...
It's working fine now.
#8
If you need it I can post the entire script here - I wouldn't really know which parts to draw out, as I don't understand the script entirely myself.

But I'll just ask first;
when you usually make an object unclickable, where do you put the Object.Clickable = false line?
I mean, is it in the room script, or is there some way to do it from the main script, like when the game starts?
(I wouldn't think so, as objects are room-specific, but you never know :))
#9
Khris wrote a module for me, that somehow gets all objects, hotspots and characters, and then display their names on a GUI label, if player is standing so and so in relation to them. Don't ask me how it works, it just does  ;)
Anyway, that's not what's important. The thing is that either the Object.Clickable or the room_Load is delayed... Room_Load is said to happen before fade-in, that's why I don't understand why the function is carried out AFTER fade-in...?

And yes, I meant before the TEXT disappears, not the object  ::)
#10
Player enters a room right next to an object (while setup to detect nearby objects and then write name of object to a label) - I put in function room_Load():
Object.Clickable = false;

Yet player detects the object for about 1 second, before it disappears.
I can't get this to make sense, as the room_Load() function should happen before fade-in, and thus long before player gets there?
#11
You can also try to switch off the player character's function "movement follow animation" (or something similar) - that makes the scrolling smooth... However you must then adjust the movement speed and maybe fiddle with the animation, to avoid "gliding" effect.
So far it's working fine for me, and I find it an easier way to get smooth scrolling, than importing a module.
I don't know if there's a backside I haven't discovered yet, though.
#12
Ah, I couldn't find it...
That's exactly what I was looking for, thanks! :D
#13
I have a room that is reachable from several other rooms, but I'd like to to set different actions in function room_load() depending on which room player came from...

Is there a way to get which room player left to get to the current room?
#15
At least one.

That is; is some part at all of hHotspot1 between y1 and y2.
#16
Oh sorry, I wrote rubbish in the headline, I made it right now (I think).

So what I meant was:

Hotspot.GetAtScreenXY(x, (between y1 and y2)) == hHotspot1

The thing is, how to make it decide whether the y coordinate for hHotspot1 is BETWEEN y1 and y2, instead of at EITHER y1 or y2 (or another y-coordinate). Is that possible to implement in GetAtScreenXY, or will I have to do it some other way?
#17
Like the headline says;
is it possible to determine whether something is in a location BETWEEN two coordinates, instead of AT one specific coordinate?
I somehow think it should be fairly simple, but I can't quite figure it out...
#18
I'm working on a pause function, where the screen is getting "greyed out" with a half transparent GUI.
I would like eventual speech text (if in the middle of a dialog) to be either "behind" the grey GUI or simply to become invisible...
I have tried both changing the speech font to an invisible font with a command, but that only works for subsequent dialogs, which means that the text that is already on screen stays the same font, and thus stays visible. I also tried setting the VoiceMode to voice only, but that doesn't seem to work when there is no voice file (besides I'm not sure that would clear text already on screen either).
Is there any way to make invisible text that is already at screen?

I haven't managed to find any possible way to put the GUI over the text yet, I'm not sure if that's possible?
#19
Thank you!
I will try to implement this in my game.
The mouse button glitch will be no problem, as I have totally disabled the mouse in this game :)
#20
I'm trying to make a PauseGame function like in the classic Lucas games, which means it should pause on key press - also during dialog and cutscenes, but without skipping anything - simply halting the game until the key is pressed again, no matter what is going on...

And by the way, isn't it possible to allow only speech skip when pressing a specific key (fx Esc), and not just any key?

EDIT: and by the way#2; if I set it so that player cannot skip speech lines by keyboard, it doesn't react on the pause key until dialog is finished...
SMF spam blocked by CleanTalk