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Messages - Matt_J95

#1
Problem solved! You were right - it was GIMP's antialiasing. Ironically, not on the brush, this is what had confused me as I deliberately turned that off. It was the MAGIC WAND tool that had aliasing enabled. For the existing sprites, I had to edit them close up and get rid of all the aliased pixels around the edges. now it looks perfect.  :grin:

Thanks again !
#2
I have tried both BMP and PNG, same result. If I check 'leave as is' the image retains it's huge white square background in-game. I have to select the colour from top left pixel, then it works, albeit with a white outline around the edges.  I think the problem may be with using such small sprites, my game resolution is 320x200, and my character sprites are 30x60. When I scale it down in GIMP, it seems to leave alot of faded pixels around the edges, there's not much definition. Is it possible AGS is having a hard time finding the edges?  :-X  <<<<< How ironic, what is happening to this cup is what it happening to the spirets, lol!!
#3
Hello,

I created character sprites in gimp, and when I import them into AGS, I select the correct colour for the alpha channel. It blends in not too badly, but there's a fair amount of white outline around the sprites. Any idea how I can clear this up?

Many thanks

Matthew
#4
AHH ok I've worked out what's going on.

I'd managed to get the wrong spelling of Room Fade in from an older version of AGS making the function obselete. For some reason unlike other functions/commands it doesn't always autofill for you from a drop down box.

Many thanks for all the help, case is now solved.
#5
Thank you, having done it through the events panel, it now works fine. I'm baffled though, the script is the exact same as when I did it manually. It just pastes in the function for you instead of having to write it out. Why can't I just write it directly into the room script?

Cheers

Matt
#6
You've hit the nail on the head my friend. Tried to add Display(""); and that didn't work either. It must be what you mentioned that is the problem. How can I correct this? My other room scripts work fine. Also the square brackets {} seem ok, they are confirming yellow when I hit enter, and I'm not getting any error messages when I run the game.

Cheers

Matt
#7
Hi,

Just started using AGS. Not a total noob to coding, did some basic Python before. Understand logic flow/parsing/indentation enough to get me started. Anyhows, I can't get a basic command to work in my game. When the character enters a room, the game should switch off the background ambient sound that was playing in the previous room. Speaking of which, the said ambient track plays just fine, using the eRepeat parameter. In terms of switching it off, should be Simple stuff, here is my code, which is placed in the Room script of the room where I want it switched off:

function room_AfterFadeIn()
{
  aRain_02.Stop();
}

Alas, this line of code does nothing when I walk into said room. The ambient noise keeps on playing on repeat without fail. I've tried removing the eRepeat parameter on the ambient background noise, to see if that had something to do with it. But no difference. Can anyone advise why it may not be working?

Cheers

Matt
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