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Messages - Proskrito

#1
Artweaver

A light freeware alternative to Corel Painter.
#2
in the b) affordable category, i think you could take at two behringer products:
pmh 3000, its a powered 16 channels mixer with a built-in effects unit, 400+400w, you can get it at about 400â,¬, at least here in spain.
Also, for choruses or second voices or whatever its said, there is a behringer pack of 3 microphones at 30â,¬ that could do their work decently(?). you probably know what most people thinks about behringer products, but i think for the price they work reasonably well.
Also, matching the powered mixer i said, you could check a pair of peavey pro 12 boxes, 400w progam at 4 ohm, around 145â,¬ each one
In the a) worth buying , and not too expensive, i'd go for the standard sm58 for main vocals, little above 100â,¬
These are the things me and my band have seen as the cheapest option for playing live in small places.
Last thing, buy the connectors and wires separately and make all the cables yourself : P
Hope it helps : )
#3
QuoteThank you, I hadn't noticed that (no offence, but I found the script a little hard to decipher)
yes, i know the code is might not be very friendly, but thats the purpose of the documentation : )
QuoteHowever, since m79 wanted to change the default behaviour for objects, just re-naming them all seems a little long winded
Sorry, i didnt read that, you are right
QuoteALWAYS_GO_TO_HOTSPOTS looks like it would affect everything, right (i.e. won't walk to characters or hotspots either)?
You are right again : )
QuoteAnd, since you're here: How about some updated versions of your templates?
Well, if i can learn the new scripting system and get some free time in christmas, i could try
#4
you could have named the object with a second 'd' extension, like 'name>ld'. this way the player wouldnt go there. The same applies to hotspots, characters, etc.
Or, if you dont want the player go to things automatically, you can set the define ALWAYS_GO_TO_HOTSPOTS to 0.
#5
yes, there is (vertically) : P
you can use the character.z variable : )
#6
if you need any help with the template or could i help with anything, just tell me : )
#7
well, you are right, that wasnt the best example, because you would need to add more green to get a light blue : ) . sorry, as i said i wasnt totally sure about that. but the point is the same, you can get the same colour with different brightness by changing RGB values. The easiest way that i can think of would be to pick the colours you want in some paint program, for example, a light blue and a dark blue that you like (or, if you want the same blue, pick one and change its brightness up and down) , and write down their RGB values, and use them in AGS.
That might work (i hope so : ) )
#8
i think he means that you can tint, for example, with values like 0,0,20 , and it would tint it with dark blue, or you could use 235,235,255 , and it would tint with light blue. In both cases it would be blue, but one lighter than the other, making the light level unnecessary (sp?)
the higher the number, the lighter the colour, and if you mantain the relationship between r,g and b values, the colour would be similar.
If im not right, im sure someone will know how this works and tell us : )
#9
QuoteYou might want to make it the middle of the characters, but there isn't really an easy way to do that
yes, there is! you can use the character[CHARID].z variable : )
EDIT: have a look here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=15674.0 for that matter
#10
i think you could use NewRoomNPC(charid, character[GetPlayerCharacter()].room,x,y) : )
#11
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13321.msg159936#msg159936
fine, cj. you never take my words seriously.  :'(

(means that i second that ; ) )
#12
what strazer said works with the default dialog system too.

And the options for drawing walkable / walkbehind areas thing has been discussed a million times, and most of the times the answer has been: "use the same graphics program you use to make your backgrounds to make those areas" as it probably has zoom / multiple undos, etc.
#13
RTFM N00B!!1!
#15
Quote from: LeChuck on Sat 05/02/2005 23:52:38
A global variable can only have the values 0 or 1 - think of it as off and on.
the 'GlobalInts' are integer type variables as the name implies, so can have many more values than 0 or 1 : )
#16
if you follow the forum rules (wich is a pretty easy thing : ) ) everyone here will be pleased to (at least try to) help you for free : )
Also, you can look for an icon (this icon -> ) below the avatar of any member. That means he/she is offering to tutor someone for free, also.  Just contact him : )
#17
i think you can't get the cuerrent frame of an object, but you can get the sprite number, so you could write down the sprite number of that frame, lets say its X, and write:
if (GetObjectGraphic(objA)==X && AreObjectsColliding(objA,objB)) {
do something;
}
#18
Some quick color changes:

I think the main problem was that the sky was too purple.
Also tinted the building at the right a bit, and played with the green
You could also try lightening a bit the-part-of-the-street-where-pedestrians-walk whose name in english i cant remember, and lowering the saturation of the dark red door, and see if it helps : )
ps: I love how you textured the road and the grass! : D
#19
and you could always add a transparent pixel colum (or row) to the left and bottom edges of those objects that you have already done and dont have even dimensions coords
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