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Messages - Hollister Man

#1
I love it, DADOTT lol

#2
lol, probably should, but the reason it stalled was that AGS was changing too quick to keep up with.  Small demos to show off this or that feature were more reasonable than a massive demo game.  I haven't even looked at AGS code in a year, and it's been longer than that since I actually did anything with it.
#3
Shouldn't it be something like "The Next Day of the Tentacle" or "Second Day of the Tentacle"?
#4
Dualnames:

I've been using Animation Shop, the version that came with Paint Shop Pro 7, but the newer versions of Photoshop can do it too.  Otherwise, I don't know.
#5
One solution to the hotspot dilemma can sometimes be beta-testing with someone who hasn't worked on the game, watching them but not giving away the puzzles.  Watching them would allow you to see frustrating problems that might be overlooked by normal beta testing.

When I've needed to use small items or characters (for instance, a 4-6 pixel mouse on the screen) I've usually made sure that the click didn't have to be exactly on the item in question, it could be off by a few px without problems.  I specifically remember this in KQ6, where Alex has to talk to the Ferryboat Captain.  You've only got a second or so to talk to him, and you have to hit just the right spot.  It took getting on my dad's AOL to figure that one out, back in the '90s, I just guessed he didn't want to talk, not that I hadn't managed to click on him in the right spot!
#6
Those pieces look great indeed, the style *vaguely* reminds me of ... MUNCHKIN! The best card game EVAR

The main reason I posted was response to Questionable's edit.  That looks rather ... questionable, if you look at it wrong, like he has a really big...*sword*  :p
#7
This thread kinda reminded me of the box version of the Island of Doctor Brain I got off ebay.  I was lucky, though.  They did *not* include the original game extras, like the manual.  :p  The 'encycloalmanactionaryography' which is practically necessary to finish the game, but I still had a copy from my original purchase of the game.

Apparently, they were 'reprints,' licensed by Sierra / Vivendi to sell the game at retail, even in the original boxes.  I figured it might be a pirate operation or something, but the seller sounded legit, and there was a note in the box indicating that the original documentation was not included.
#8
Congrats to the winners!  Especially the tinybot!  lol  :)
#9
Yeah...you better hide, or you'll end up like Humpty Dumpty...>:)

lol

I resemble that comment
#10
Actually, I'm trying to make a similar system, but not exactly a teleport map.  I would have liked one in QFG4, I ended up setting it to Run and turning the speed all the way up, just to get from one point to another late in the game.

#11
Heh, that Geordi costume is pretty cool, but his visor and uniform are gold, not green.  :D

That Nixon one is good too. :)
#12
Okay, thanks.  I don't know where I got the idea you couldn't use window / full screen interchangably.

On a similar note, I'll check the tracker, but I suppose there's a technical reason 'alt-enter' won't work to change from full-screen to window and vice-versa?  Most low-res progs I've used, like Exult, Verge, and DosBox have it freely changable in-game.

I'll take a look at that event, too.
#13
Okay, there are a few things I've been asked by Mr. Rmullen (my partner in crime and recent new member here).

Is there any real explanation for why we can't load save games from different resolutions or 'window' mode?  I would assume its something to do with memory states, but it is a little frustrating.  I believe that the old SCI games were similar, though, windows and dos savegames weren't compatible.

Is there a way to do something like 'OnLoadGame'?  We'd like to do some fade/transition from the load/save GUI to the loaded game, but I don't know of any way to do it, save for making my own save system, which I do NOT want to do.  :)

I added my input to the tracker post for loading info from savegames without opening them.
#14
I've found an interesting item of note (forgive the double post, needed to bump the thread)

A GUI using a partially transparent background will not work with AA fonts, so far.  BUT...

The same background on a text GUI will work with AA fonts.

Also, are there any suggestions to improve the hinting on the font?  I'm losing the vertical-ish parts of the letter 'S' due to the blending.
#15
Conveniently enough, I can display it on a non-transparent GUI over the top of a transparent GUI.

:)

On that note, would a script module be possible that would capture the area behind a 'Display' GUI, then use that dynamic sprite as a background for the GUI, placing the desired transparent image on it and AAing fonts on the whole thing?

Not that I need it.
#16
I just played through Quest for Glory 1 VGA on my pc in dosbox.

KQ1VGA and KQ2VGA are both great (the latter, the greater IMO)  www.agdinteractive.com

Apprentice 1 and 2 are awesome (google 'herculean effort apprentice')
#17
Ummm...maybe?

I think the only real difference is that the one that won't AA has transparent areas (death magenta transparency)
#18
Okay, I don't feel quite so noobish on this one.

I've got two distinct GUIs, both use a TTF font that I like.  I've never used them in AGS before, so I thought I'd give it a try.  The anti-aliased one looks semi-great (well, the AA isn't perfect, but pretty nice), but for some reason another will not AA.

Are there any known limitations on TTF fonts antialiasing?  It seems odd that they would work in one label on one GUI and not in another.

Also, when importing a TTF, does AGS crop the font to the standard box, or can you use really large letters if you want?
#19
Hmm, good question ZZ / TheMidgetHotel

I have kept paying dues on DQ3 forums, but I don't know what's up.  I kinda gave up on it when the general consensus seemed to be smaller, standalone demos were better.

Its a fun concept for a game, but I felt it wasn't well enough supported to really make much progress overall.  I'd be happy to help with scripting again, but I can't carry the project like I had to in the days leading up to the release of DQ3Demo.
#20
Okay, well thanks for trying.  I'll just have to leave it alone until its time to finish them up right.
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