Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Andail

#1121
hm, ok... first of all, do you realize that the way you've drawn the that room, the nearest desk is like three inches tall? Follow the help lines towards the door to the right (which hasn't been drawn in perspective, for some reason), and you'll see that the height of the desk is only like a tenth of the door.

You can't let the drawing area occupy such a big portion of the entire perspective "field", or things will just look skewed and weird. Start with a horizon, then position the vanishing points really far apart, and just let a small area somewhere in between be where you draw your room.

So instead of:

   DRAWING DRAWING DRAWING
X-----------o-------------X
   DRAWING DRAWING DRAWING
      DRAWING DRAWING

You get:

         DRAWING
X-----------o-------------X
         DRAWING

The reason for this is that a room isn't infinite, like a cityscape with streets converging in the distance. A room has a rather limited depth of field.
#1122
If you want to pursue some sort of whacky DOTT-esque graphics, that perspective can work, but for a more realistic art style it doesn't. I think you should draw up a proper perspective system with vanishing points and a horizon etc and use reference lines to get it right. Remember that in a two-point perspective system, you can't position objects outside an imaginary circle that touches both vanishing points, or the angles will be rendered too extreme.
#1123
General Discussion / Re: how far is too far...
Tue 03/07/2012 10:57:14
Too far legally speaking or what?
Because it's very hard to draw lines when it comes to what people will enjoy or accept. People have different tastes. As long as you warn people what they should expect, go crazy.
If you feel the need to depict violence and nudity for the sake of authenticity and atmosphere, don't let people's opinions hinder your creative license.
#1124
If you haven't declared it in this thread, you may not release anything in 2012.
It's like failing to declare an int before using it in a function.
#1125
Critics' Lounge / Re: Tell me honestly....
Sun 24/06/2012 08:16:39
Quote from: CaptainD on Sat 23/06/2012 16:30:33
Quote from: FrankT on Sat 23/06/2012 16:18:02
It depends. Is that easily programmable?

Eek!  You're asking me a programming question?!?!

It should just be a case of having another image - like an outline of what's there or the same image differently coloured - to temporarily show up at the xy position when the mouse cursor is over that item.  Don't ask me how to do it though!!

GUI buttons don't even need programming for this - when you select the image for your button, you can add images for mouse-over and pushed-down mode. It's all in the settings pane for the GUI elements. Easy as pie!
#1126
Beginners' Technical Questions / Re: If else
Thu 21/06/2012 15:47:21
Just use "else" if you're not introducing another condition. Also, please provide more info when asking for help, and the code used :)
#1127
Nice, Vince, I have a feeling this will be one of the AGS flagships.
#1128
Wolverine; please note that the critics' lounge is only for getting feedback on published material, not general discussions on art. This means that when you start a thread, there has to be some sort of material - artworks, music, stories, etc - to discuss.
Just for future reference :)
#1129
Interesting, thanks for the feedback!
I think I shall have to postpone the development of this feature for now, but I might pick it up later :)
#1130
Yeah, this is looking nice, I hope you can get some funding :)
I plan to walk this way myself, will wait for a demo though.
#1131
If you must use two negative, try
if ((cCharlie.View != 12) && (cCharlie.View != 27)) {

This means that if the character Charlie is in either view 12 or view 27, the rest won't execute.

PS:
I think you're confusing the || with how you say "or" in common speech; "not this or this". However, in the script syntax this should be read as "if not this, or if this".
#1132
Yeah, the blockable issue, plus this:

if (cCharlie.View != 12 || 27){

doesn't look right to me. You mean that if Charlies' view isn't 12 or 27, you want the following to execute?
Well, now you're not saying "if neither this nor that", you're saying "if not this, but if this". You need a negative operator after the ||, or enclose both numbers with ().
#1133
Can you describe how it's set up initially, and how all these GUIs are arranged?

If you don't want to allow the player to operate the inventory when those various save, load etc GUIs are visible, why not use the GUIControl.Enabled instead? Setting clickable as false will render the GUI "transparent", but it won't absorb the clicks.

If you want the Save button, or whatever it is you're using, to be the only clickable thing on the screen, simply set a background GUI to cover the entire screen, but make it transparent (=invisible), and don't let it respond to any clicks.

Just some thoughts.
#1134
Ok, I constructed my own inventory window and everything is working splendidly, except for one tiny little thing - I want the item I have selected to be temporarily removed from the inventory window. Right now it remains in the window while being selected, so that it - among other things - can be used on itself.
I think this is the default way, and the way AGS games are typically designed (or?), but I think it would be neater the other way.

I have searched the forum and I've really tried to script my way around this, but I'm just stuck.
My idea is that I can call the
InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
(which I already use to set the active inventory, when the player selects it)
to use with
InventoryItem.Graphics
and make it go away, but I can't get it to work. It's probably much easier than I think. Or it's impossible.
#1135
Have you tried using the setup to change to full screen?
#1136
Is there a reason you're using SCORES instead of game.score?
Also, you're changing between SCORE and SCORES, is this deliberate?
#1137
Quote from: DeadSuperHero on Wed 13/06/2012 21:49:46
As someone that's involved with the Diaspora social networking project (Open Source Director), the project that I was involved with had a set reasonable limit of $10,000 dollars. Admittedly, that's a very easy goal to reach for basic funding. The original Kickstarter pitch for our project raised $200,000.

This is the thing that strikes me as... odd. You got $200,000, right down your pockets? You must be rich as trolls now? I mean, that was 190,000 more dollars than you asked for? Or am I misunderstanding something here...
#1138
Intriguing titles, Captain :) Would buy one out of curiousity if it was physical, and in a shop nearby...
#1139
Thanks for your invaluable input, I'll certainly look into IndieGoGo!

Darth, thanks a bunch, I'll hold you to that ;)
#1140
What's people's opinions on Kickstart? Easy to use, does what it says, etc?

I want my next game to be a commercial release, and it would be nice with a budget to get stuff like music and voices. I've soon put together a playable demo, and then I'll be ready to start spreading the word. I've been entertaining the notion of using Kickstart.
Can anyone share their experiences with it?
SMF spam blocked by CleanTalk