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Messages - Ayato

#1
Quote from: Gilbot V7000a on Mon 04/08/2008 06:43:21
Did you save it as a PNG with alpha-channel?

Thanks for your suggestions! Our game is at 32-bit color.

At first we weren't using alpha channels. After reading your response, we gave it a try,  and it just wound up messing the image even more somehow. With alpha channels, the image becomes mostly brown -- the same color of brown as the outline of the letters in our title card -- but not entirely...

We had another idea while we were waiting for a response was this. The anti-aliased pixels might look better if they looked more grey. So we placed a grey background on our sprites, and then told AGS to use one of the corners as the transparency color. The weird thing is the character sprites (which were done entirely in photoshop) came out just as we predicted, and the title card (which was done in Illustrator and then converted to a raster image and finalized in Photoshop) is STILL having this problem.

I think there might be some weirdness with the transfer from Illustrator to Photoshop, but the problem itself isn't really clear, so I can't imagine what the solution is.
#2
We've just completed our title card in adobe Illustrator and have been attempting to send it to Photoshop, scale it down and save it as an AGS compatible file. Problem is, each time we send the image to AGS the background image which should be transparent is intact. We believe it has to do with the anti-aliasing of Photoshop messing with the corner colors, but even with anti-aliasing turned off it still remains a problem.
Weve saved it as a BMP, TIFF, and PNG and still no solution. Any ideas as to any gross oversights we might have made?

Thanks for your trouble.
#3
Quote from: KhrisMUC on Sat 31/05/2008 10:53:11
Could you post the surrounding lines of the room script?

We had to delete our code because we weren't able to save our progress. It was only two skimpy lines of code, the oObject.setview and oObject.animate functions. I remember the error referred to the line in which we put the .setview.

And yes, we put the commands inside the Room Script. We've found the before_fadein events in our first room, and we'll try writing the commands there. Thanks for the help!

I think our main problem is a lack of functional examples of these kinds of code instances. The tutorial does a good job of explaining WHAT the commands do, but doesn't give it context very well... at least not to us. We weren't able to find where these commands belonged even after consulting the tutorial and index for hours.
#4
A friend and I have been reading through the AGS 3.0 tutorials, but weve run across an error when attempting to creat an animating room object.
The error is as follows:
Error (line 2): Variable 'oObject' is already imported

Weve set up the views and the loops, but we cant find the exact problem. Any suggestions?
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