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Topics - Cino

#1
Critics' Lounge / Isometric character advice
Tue 27/05/2014 13:45:16
Hey, long time since I posted anything on Critics' Lounge, but I still trust the advice that people give here.

I've been working on a base sprites for isometric characters and at this point I'm quite satisfied how the front side turned out (though I'll still take any advice regarding that as well), but the back side has been giving me problems. Any advice how I could improve it?

[imgzoom]http://tulevik.eu/om101/om101_eve_backside_wip.png[/imgzoom] [imgzoom]http://tulevik.eu/om101/eve_backside_flip.gif[/imgzoom]

Also made a simple 4 frame walkcycle - keeping the framecount low, so the amount of sprites I have to do don't overwhelm me.
[imgzoom]http://tulevik.eu/om101/om101_eve_walkcycle.gif[/imgzoom]

I'd be thankful for any tips you can provide me.
#2
It's still cold and freezing in many parts of the world, so it's a nice time to look for some warmth that wool socks provide us... and slide on the floor wearing them... Whoops, got a hole in my pair now ::)

Well at least I can make a sock puppet out of it. You guys got any ideas what it should look like?

Draw me a sprite of a sock puppet, doesn't matter if it's a simple sock with buttons as eyes or a big muppet. No size restrictions.



Need some inspiration? Check this video

The deadline is 4th of March.

There's some trophies as well (sorry, the washing machine ate one sock of each pair):

#3
Advanced Technical Forum / Overlay collision
Tue 19/02/2008 21:40:35
I wanted a pixel perfect collision detection for overlays, so after thinking about it a bit, the only solution I could come up with was that I create create an object off screen or in the same position with the same sprite and use the Object.GetAtScreenXY function on every pixel. Is there a better solution or will this have to do? If I'm not mistaken, you can move/change an object only once per a call of repeatedly_execute, so I would have to make one object for every overlay I have, but since I switched from objects to overlays because of the limit of 50 objects+characters per screen, that would make the change pointless.
Would be nice to have a DrawingSurface.GetPixel function, that'd make something like this a whole lot easier. Though I'm aware it's in the tracker.
#4
Seamen

It could be a sailor, a fishing boat captain, crew member of the Flying Dutchman etc. Anything that floats your boat goes... No semen though, please.

No size or color restrictions.

Now get to work, I'm hoping to see a shipfull of entries.
#5
It was over a year ago when I tried finding a solution to my problem without a result, so I gave up. I started working on it again now and still no improvement.
What I wanted to achieve, is a pause button that pauses the game anytime, even during cutscenes, just like lucasarts games.
So I put a PauseGame(); function in repeatedly_execute_always() and also pop up a GUI when a space key is pressed. It works fine in normal game, but still does not stop some things from moving on.
Let's say I've got an "enters room after fade-in" room script containing two lines:
Wait(xxx);
player.ChangeRoom(xxx,xxx,xxx);

When I press space during that, the pause GUI pops up, but the room still changes after xxx cycles, basically ignoring the pause.
Anyway, is it even possible to pause that kind of thing in AGS? Or will I have to accept that you can only pause when you're playing?
#6
Critics' Lounge / First sprite attempt
Mon 17/04/2006 14:50:15
This is my first sprite creating attempt and I wanted to be sure it's looking okay before animating it. I'm not much of an artist, so proper shading is quite a headache to me. Any help and/or comments would be appreciated.
It's supposed to be a worm-man kind of person, possibly a main character.




#7
Well, I'm an AGS newbie and I just stared working on my own LucasArts GUI to learn a bit about the scripting language. Everything was working fine, but then I discovered that @OVERHOTSPOT@ seems to be pointing to the hotspot (or whatever) name string not giving the actual string value (for some reason I found nothing about that in the manual or in the forums). So that means I only have to initialize my label string once and the program seems to take care of the rest. It's comfy when it comes to GUI labels, but on the other hand - I can't use it in default messages in unhandled_event. So I tried using

Code: ags
vHotspot = Game.GetLocationName(mouse.x,mouse.y);


where vHotspot is a global String variable (yes, it's exported and imported and all that) to store the hotspot name so I can use it later to display the default message, but the line always gives me the following error:

Illegal execption
An exeption 0xC0000005 occured in ACWIN.EXE at EIP = 0x0043E24D ; program pointer is -42, ACI version 2.71.894, gtags (2039,36)

So what am I not aware of? Am I missing something? Or could it be a bug?
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