Quote from: matti on Thu 29/01/2009 01:51:17
Just use this site to upload your pics.
Oh wow! How simple.
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Show posts MenuQuote from: matti on Thu 29/01/2009 01:51:17
Just use this site to upload your pics.
Quote from: Ryan Timothy on Tue 27/01/2009 23:55:04
I think you should either be drawing 320x240 backgrounds or draw larger characters.
You have lots and lots of empty space.
Hmm interesting. I checked the dimensions of your backgrounds and they are 500x375? Are you planning to scale down or crop these backgrounds?
Quote from: Crazy on Tue 27/01/2009 21:17:26
His arms looks sort of inflated in the front view without the coat.
function oFridgedoor_AnyClick()
{
if (mouse.Mode==eModeOpen)
{
player.Walk(470, 170, eNoBlock);
oFridgedoor.Visible=false;
player.Say("Hmmm, Not much in here...");
}
}
Quote from: KhrisMUC on Mon 26/01/2009 00:04:14
Yes, you ignored my post.
Quote from: matti on Sun 25/01/2009 22:13:00
Regarding question 1:
Look up eBlock and eNoBlock in the manual. If you write character.Walk(x,y,eNoBlock) for example you're able to click anywhere to redirect the character. eNoBlock can be used with the following commands:
Character.Animate, Character.FaceCharacter, Character.FaceLocation, Character.FaceObject, Character.Move, Character.Walk, Character.WalkStraight, Object.Animate, Object.Move
function oFridgedoor_AnyClick()
{
if (mouse.Mode==eModeOpen)
{
player.Walk(470, 170, eNoBlock);
oFridgedoor.Visible=false;
player.Say("Hmmm, Not much in here...");
}
}
Quote from: KhrisMUC on Tue 20/01/2009 20:55:49
Sorry, but: what?
DotT used 320x200 with the GUI going from 144 to 199. It didn't use square pixels though so that translates to 320x240 with the GUI starting at ~ 172.
If you're planning to use highres, that'd be 640x480 with the GUI starting at 344.
BUT: Your room is 500x376. Granted, the aspect ratios and GUI size are proportionally correct, but in-game, you'll end up with a huge black border at the right and bottom of the room (I tested it).
The only way to make it work as-is is increase the canvas size to 640x480 with the room in the center.
Quote
(4) Why that resolution? I'd strongly advise you to redraw the room in 320x200, that's the resolution where you'll learn the most in the quickest way. Like that, the room wouldn't import into AGS without scrolling.
else if (player.ActiveInventory!=null && Givegui==1){
verb=this.GiveS;
this.Text=String.Format("%s %s %s %s", verb, ai, this.Preposition2S, hs); }
else if (player.ActiveInventory!=null && Givegui==0){
verb=this.UseS;
this.Text=String.Format("%s %s %s %s", verb, ai, this.PrepositionS, hs);} }
else {
if (this.VerbMode==eDescVerbModeAuto) {
if (mouse.Mode==eModeUse) verb=this.UseS;
if (mouse.Mode==eModeUse && Givegui==1) verb=this.GiveS;
//Replaced "if (mouse.Mode==eModeGiveto) verb=this.GiveS;" with above line
String GiveS;
String Preposition2S;
Description.GiveS="Give";
Description.Preposition2S="to";
else {
if (this.VerbMode==eDescVerbModeAuto) {
if (mouse.Mode==eModeGiveto) verb=this.GiveS;
if (mouse.Mode==eModeLookat) verb=this.LookS;
if (mouse.Mode==eModeUse) verb=this.UseS;
if (mouse.Mode==eModeWalkto) verb=this.WalkS;
Quote from: Domino on Fri 02/01/2009 21:12:03
Hello and welcome to the AGS forums. The link below might be some help to you.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32234.0
Cheers,
Domino
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