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Messages - Alynn

#1
Ok, so I've been gone awhile. I kinda faded away before the new .NET version of the editor was released. So my question is... how much different is everything? Can I take my old game and open it in the new editor and everything convert (after some script changes) and things should work as they were, yes? Does the graphic import work from old games to new games with no orphaning?

Mostly just importing graphics and creating views. I do have the title screen and all the GUI's working though and it was quite a bit of scripting for all that to work as I wanted since I had to make a custom inventory handler.

Or would it be safer to use the old stuff and stick with it?


#2
General Discussion / Re: Sea Kittens
Fri 16/01/2009 04:09:41
I had lemon pepper sea kitten the other night.

It was the cat's meow. (groan)
#3
General Discussion / Re: Long time no see
Tue 13/01/2009 11:09:58
I need to go look around for my graphics files... I was actually working on it last year or so because I was on a business trip and I remember finally getting the old lady's walk animated, I need to find my original notebook with my entire storyline laid out as well.

I notice that people still once in awhile download my crappy demo game so I find that interesting.

So I guess I should break out Escape from Twilight Acres and get to work :P


Ew... I just realized... I'm going to have to relearn scripting, and AGS....


#4
General Discussion / Long time no see
Mon 12/01/2009 12:47:48
Just came on to say hi... Been awhile since I've been around. Just suddenly got a hankerin to come on here and see what's going on.

How are you all?

Maybe I should get back to working on my game again.
#5
General Discussion / Photo webmanagement
Thu 18/10/2007 09:46:09
Hey all, long time no see.

Since I know a few of you use different gallery software for your websites, I thought I'd ask for opinions on what you use and why, but to help you out, here is what I require.

Public and private areas without user names.

What I mean by this, is I'd like it that only if I give the person the direct URL could they access the private galleries, however, anyone looking at the public section wouldn't even see a link to any private galleries, but still be able to browse the public.

IE I'd only like to give the URL for birthday and other family photo's to my family, without making them create usernames and passwords.

Lots of customization, everything from thumbnails to the CSS used for each page.

One's I have been looking at and seem close, usually require having usernames/passwords to access the private galleries.

So anyway what do you all use?

#6
General Discussion / Re: Board games
Mon 24/09/2007 12:01:38
I play a lot of them still. Mostly with my daughter.

Although, while most wouldn't consider this a board game, D&D is still my drug of choice when it comes to table top play.

I'd pick a good D&D game with an awsome storyline than any MMO, FPS, or CRPG.
#7
The biggest difference, comes from the understanding of the written, and verbal word.

If I walked up to you and said, "Your the greatest." in your mind, nothing was wrong with that sentence. However, it's obviously wrong when written out.

Language is constantly evolving, new words are added into a persons daily vocabulary, and meanings are often changed over time.

As an example. I give you a word, this word is "geek". Imagine what this word means in your minds eye.

Now if you aren't visualizing a circus performer, whose acts usually consist of biting heads of off live animals, then you don't know what a geek is "officially".

Probably, and in all honesty, my biggest issue (besides spelling, which to be honest, comes mostly from learning to read phonetically, so if I don't know how to spell something, I tend to spell it how it sounds to me, which ends up being wrong much of the time) is ending sentences with a preposition.

However, as CJ already said, at the end of the day, if I say something, and you understand what I meant by what I said (or wrote), then communication has succeeded, and that is the sole purpose of language, for communication. However, when it comes to the written word, I notice bad spelling way before I'll notice bad grammar.

Oh and Snarky... It's not writing good english, it's writing english well. :P
#8
Critics' Lounge / Re: Character (again)
Tue 18/09/2007 07:21:38
Ok... so after a day or so of tweaking, I found something I like... he still needs some cleanup (already tested him in game) but other than that the down view works perfect in game



#9
Critics' Lounge / Re: Character (again)
Thu 13/09/2007 07:04:26
Well, thanks for the repaint seaduck, but uh, he's old, not colorblind :P.

Ok, well, I decided that he just didn't look right in the context of the game with the fancy shmancy edit of prog. However, I widened his face some in the side views so he doesn't look so flat faced, and it worked out much better. So I decided to try my hand at animation, which as I said before, is really not my strong suit.

All I had completed was his legs, so yes, he will be kinda stiff looking, however, I think they look decent enough to post.

1X:


2X:


The left was just my test one. The right pic is more game speed.

I understand I still need a bob of the upper body, and need to move the arms, just wanted to see if I was on the right track with the legs.
#10
Critics' Lounge / Re: Character (again)
Wed 12/09/2007 11:46:11
Hrm... Interesting ProgZ... One of these days I really hope I'm able to be that good. By mid tone blue I'm assuming you mean the color that's not the outline, but the shadowy color of the main robe. To be honest, that was nothing more than a 10% opaque black overlay. In my origional versions he had no shading whatsoever, but since I added simple shading to all the rooms (again 10% black overlay) he needed something.

I'll see what I can do about adding more shading to his robe and pants. The only problem would be having to change all the backgrounds so he doesn't look out of place. The whole style of the game is rather simplistic basically solid colors with slightly darker shadows, all outlined.

When I get home (I'm at work presently) I'll download your edit and take a look at what you did, If anything, replace my shadow blue color with yours.

Although I have to say you gave him a butt... Didn't you know that old white men don't have a butt? :P
#11
Critics' Lounge / Character (again)
Wed 12/09/2007 06:54:14
Ok you have probably seen me post someone very similar to this. The main difference between that one and this one is I toned down the sprite colors (first go around was really saturated).

Anyway, I'm happy with the style I have, it fits with the rest of the game perfectly, so the only thing I want to know is if he looks proportionate, or if I should shave a pixel here or there.  Lengthen the arms a pixel, you know, tweaks.

This is the part I've been dreading about this game. I've now completed all the rooms, which means it's character time, something I struggle with, and I haven't even gotten to animating them, which is even scarier.... Anyway

1X:

2X:


His face does seem a little squished, but I couldn't figure out a way to give him a more rounded forehead without him looking slightly alien. I even tried to just round his head more, but it make him look more like he had a balloon for a head, so any suggestions on that would be cool.
#12
Another thing many people can try is eating more times a day.

Not eating more per day, but more TIMES per day.

Our metabolisms were never really designed for 3 large meals a day. Our bodies were designed to eat throughout the day, as we traveled around and found food. Anyone with young children can witness this for themselves. The child will eat a bit at each meal, but has several snacks (healthy types for good parenting) between.

This is what I end up doing.

First is a breakfast within the first hour that you wake up. Your body interperates sleep as nothing less than a famine. Eating something starts your metabolism for the day. I ususally have a couple of english muffins with peanutbutter on them. (5-6AM)

At about 9, have a snack, an apple or two. a serving of chips (crisps for you brits), granola bars, whatever.

Around 12 Eat lunch.

Around 3-4 have another snack

Dinner around 6-7

Bed at 10-11pm

If you keep with this, you will notice that at the "main meals" you will generally eat less since you've been giving your body sustinance all day long. Your metabolism keeps working throughout the day, and you will notice an energy boost after awhile.

Now, you may have to eat smaller calories than I do, as I do work out 4 days a week, but I ingest about 3000 calories a day, and at 6'0 and 195, I'm nice and thin (although to be honest, old age is catching up to me, and the slight love handles I have won't go away).

Also, there are really simple steps you can take to make your bodies work more without going to the gym constantly. Some examples are: If you take the bus to work, get off a stop or two early from your usual stop, and walk the rest of the way. If you are only going up or down one or two floors, take the stairs instead of the elevator. Take a simple walk around your neighborhood once a day. It makes your body burn more calores per day just by adding these simple things to your day.

Also, BMI is ok for average bodies, but if you plug in my numbers in the BMI it shows me as overweight with a BMI of 26.4. If you weight train (as muscle is much more dense than fat) it will be way off. I'd have to weight less than 184 pounds to be considered normal, but 9 pounds off me would be a significant loss of muscle.
#13
Chris, would it be possible to have those MAX_VALUE  become complile time static variables. Something like if you have 10 views AGS_MAX_VIEWS is now 10, and can be used in array declarations and the like.

Since things like characters, views, and the like cannot be made dynamically, this shouldn't pose any code issues (other than difficulty).

Maintains backward compatability, and adds new functionality.
#14
EDIT:
hah, didn't realize I already posted in this thread... so oops...
#15
Ok, finished the tiling, changed the light colored tiles to a blue color, and added slight light reflections from the lights in the ceiling. The room will be cut off just past the right fore side door (because technically from that angle, you would see into part of the next room).

I may darken up some of the light highlights, use a custom angled elipse brush with 25% opacity. But all in all, I do like how the floor has turned up.



Here is it again, without the bright spots from the overhead lights, I kinda like this a little better.

#16
Ok... before I finish filling this all in... I tried doing some tiles... not final coloring or anything, and this is how it turns out...

I guess I could just keep the outline... but anyway... should I continue with the checkerboard pattern or go with something else?

#17
Critics' Lounge / What to do with the floor?
Wed 04/07/2007 08:26:20
I have this hallway nearly completed except for not quite knowing what to do with the floor (which is supposed to be a linoleum type surface). I've tried a slightly off white color and some patter brushings, and even lightening where the lights are and darkening the rest, but it just doesn't look right.

So any suggestions on what to do with the floor?

Note: the far right side will eventually be cropped, so don't worry about the incompleteness there)

75%:
#18
Never has there been a rule that the vanishing point needs to be in the visible plane.

However, that is something you have to deal with when useing scrolling rooms, especially scrolling rooms that are very very long. The farther they are from the vanishing point, the more distorted they will look.

Also, the box on the far right is actually in front of the door, now if that is intentional then good job, however, notice how the bottom of the right hand box intersects nearly perfectly with the door outline. This basically shows the box as directly in front of the door.

If this is not your intention, then you need to move that box farther to the right so as to be mostly off camera.
#19
Ok this is 2.72, but I noticed something

I have cursor mode 4, (use active inventory) mode named as eModeUseCurI, and at one point I had cursor mode 10 (select your active inventory) mode as eModeUseInven.

What I noticed, that even though the editor recognized eModeUseInven, and eModeUseCurI it didn't recognize eModeUseInven as mode 10, it still thought it was mode 4.

Easy workaround was to change all instances of eModeUseInven to eModeSelectInv, however if anyone else has this problem I just wanted to point out that eModeUseInven will default to mode 4 even if you have UseInven set as a different mode number.
#20
No, it's not that simple... I may be rusty, but I'm not a moron :P

After what you mentioned in your second to last post I realized that it's not Use Inventory, it's Use Current Inventory. So I just created a new cursor mode that is Use and put all my script into my custom inventory handler I'm working on.

basically mode 10 (use mode) will let you choose an inventory item, then that will become the current active inventory item for the character, then switch to mode 4 to use the item.

Like I said before, just rusty, you forget these little things when you don't mess with this stuff after a few months.
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