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Messages - Alynn

#601
Currently right now you have to create a new view just for character talking animations. My suggestion is to add another checkbox to the character editor

|_| No Talking Loop

Then change loop 8 in views to a default of Talking view this way you don't have to use up an entire view for a talking animation. This just seems to make more sense to me than the current setup. If the user doesn't want loop 8 to be the talking animation he/she can just check the No Talking Loop check box, the same way they can for diagonal loops.

This should still work along with the Lip Sync editor (from what I can tell). And if the user still wants to use a seperate view he can by assigning the number like usual.

To extend this (the above is the main suggestion the following is optional but along the same lines) change loop 9 to the idle loop; loop 10 to the Thinking Loop; and Loop 11 is the Blinking Loop.

Doing all this will still give you 4 more loops to do whatever else you would like.

Like I said just a suggestion (but I would like to think it's a good one).

EDIT: I realized today that you actually need 4 loops for each of those, so unless CJ wan'ts to increase the number of loops per view doing a seperate loop for each wouldn't work... but could still be viable for just the talking view... I guess for some reason I just didn't think it all the way through.
#602
16 bit 320X240....
#603
General Discussion / Re:The Impossible Game...
Sun 22/02/2004 23:21:01
Quote from: Peter Thomas on Sun 22/02/2004 05:47:25
Another game I got is: http://www.albinoblacksheep.com/flash/room.php

I think this one is actually quite interesting.....

Can YOU escape the Crimson Room?

Bah I have been spinning in a circle for quite a long time.... I seem to be stuck... bleh

EDIT: HORRAY I AM TEH FREE!!!!
#604
I started with it fade in/out worked fine... just out of curiosity I wondered if it would look better with a different style. So under General Settings I changed to  disolve, and tested the game... and encountered the most horrendous slowdown ever... i'ts the same for all the others except Fade in/out and instant those are the only two that work with no slowdown...

2.60 sp1 version 2GHz 512MB Ram....

bug, or is this normal when changing styles in the middle of development?
#605
General Discussion / Re:The Impossible Game...
Sun 22/02/2004 08:55:27
Quote from: Kairus on Sun 22/02/2004 02:36:59
I got to the fourth level before I quitted. It's nice, something like the other Japanese game someone posted here some days ago though a lot more logical. But interest in it falls quickly... if it had some plot instead of just being passing room after room with locked doors...

Played it... beat it... but it does have a plot... you pick up on clues as you travel through the thing (some real subtle some not)... supposed to be the second part of it released sometime... whenever that is...
#606
Another thing you can do is not put a walkable area behind the gate at all, and only if you click the gate and it is unlocked (like interact with object) the gate will open, the character walks through it, The gate closes and you do the scene transition.
#607
As far as the sprite imports... are you clicking the import for 640x480 checkbox (or whatever it says)
#608
General Discussion / Re:About Mittens
Thu 19/02/2004 03:51:04
Quote from: YakSpit on Tue 17/02/2004 09:54:42
For the 32nd time, it'll be in Upstate NY, hosted by Eric "Mr. Colossal" Crankypants.  The date's still unconfirmed but mid-to-late July was the last estimate.   I plan on going, much to many's chagrin.  

Unfortunately, I currently live on the other side of the coutry to see New York... and considering I'll actually be basking in the hot Iraqi sun... Yeah... which also means my AGS game will be on hold for the 10 months I'll be out there... :(

Damn you life!
#609
Advanced Technical Forum / Re:Win XP Bug
Wed 18/02/2004 05:19:04
Mine does it as well... test game (the first time) it hangs... Gotta kill it with Task Manager... then test it again... and it works from then on... nothing huge.... but it is pretty annoying  ::)

16MB ATI Rage 128 Ultra is my video card (jeez... I really need to upgrade)
#610
General Discussion / Re:About Mittens
Tue 17/02/2004 07:13:15
Go if you like... but I'm telling you... if they ask you to Drink the Kool-aid so we can all go be with the annointed one.... DONT DO IT!!!!

As to answer about how can you prove you use AGS....

Didn't you get the memo? We all have 666 erm... AGS tatoo'd upon our foreheads...
#611
If you read my edit... there was a small checkbox when saving that you need to click if you want it to save the alpha channel... I didn't see it... so I didn't click it... and the alpha channel wasn't saved :( All fixed now :) Thanks
#612
Should be there...


EDIT: Ok my mistake... I forgot to click the checkbox for Save Alpha Channel in my graphic editor.... It works...
#613
heh I guess I should have mentioned that on my last post... yes I changed the depth then reimported... same thing. Should I upload the png somewheres?
#614
changed it to 32 bit color... still doesn't work....
#615
I have an object that will basicly be an overlay for one of my maps I have the Alpha channel set correctly in my editor, so I save it as a png and import it, at that point the alpha channel doesn't work. Has anyone else had that problem, or am I doing something wrong?

I've also tried saving it as a bmp and that doesn't work either... my Game is 16bit AGS is 2.6 SP1... so if someone could shed some light on why it is doing this please let me know :)

Thanks
#616
Have you checked your walkable areas, if the character can walk where the table is, there is a good chance he will walk through the table... if you mean just at the bottom of the table try making a 2 to 3 pixel gap between the table Walk behind area and the walkable area....


Tis just a start...
#617
Hints & Tips / Re:5 Days a Stranger.
Sun 11/01/2004 22:00:41
Spoiler
Have you talked to everyone in the house? If not you need to find them all
[close]

Walkthroughs are for chumps :P
#618
Why start a new suggestion thread when one already exists, eh?

Deleting Dialogs... when I first started using the dialog creation tool, I kept hitting the Create New Option button by accident, so now I have like 5 interactions I don't need, They have no code, and they are just sitting there... Could you make it so it checks to see that hey... if there is no code, and it doesnt have any text, it can be deleted....

also I had an idea of a dialog tree, where it would show what that particular choice would do (not so much the text but what it turns off, turns on, if it goes to another dialog) just a thought, just me thinking about it you would probably run into problems with loops (if it kept turning different options on and off and so on) but hey... its just a suggestion :)
#619
Advanced Technical Forum / Re:Looping midi's
Sun 11/01/2004 15:31:23
Well I'm not exactly sure if it is standard or not, I know it does work in RM2K, but it doesn't work in AGS, I guess I could do some research on it and play with all the commands in anvil and let everyone know if i find the controler event... Just a bad day as alll my stuff gets packed up tomarrow because I'm moving to Fort Lewis WA... maybe when I come back (if someone else hasn't found it by then)

PS any particular API you use for midi's or what? (Maybe if I have an Idea it will speed up my google searches :))
#620
Advanced Technical Forum / Looping midi's
Sun 11/01/2004 15:13:51
I'm pretty sure that I heard that AGS uses Media player to play midi's... if so maybe someone can tell me the midi controler event that tells Media player to loop from this point.

What I mean is I use AnvilStudio, and for instance in RM2K you can make a midi and set (at some point) a midi controler event b06f on channel 0 with a value of 111 the midi will not repeat from the beginning, but at that exact spot in the midi.

Its helpful to have a nice intro to your midi then start looping after the intro.

While this isn't directly related to AGS, it is, because I have many midi's that have intros, I just want to know how to make it so they don't loop from the very beginning at the end. So I can use them in my game.
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