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 - Ashen

#3101
Look at the timing, Farsight, you prob'ly posted as s/he was typing. Though you're a bit more polite. :P
#3102
I guess because Moore's been seen by a lot more people than your average documentary - as this thread demonstrates - and so could 'mislead' more people than your average documentarian (if that's a word).

I should add that I've not seen, and don't particularly want to see, any of his stuff, although he does seem like an alright guy in interviews.
#3103
Needs a bit of script again, I think. But if you put:

if (GetObjectGraphic(0) == BLEC) {
  AnimateObjectEx (0, 0, 5, 0, 1, 1);
}


(where BLEC is the spriteslot of the last graphic in the door open view (i.e. view 7 loop 0, last frame)) in the Room -> Settings -> Interactions -> Player Enters Room (after fade in) -> Run Script it should do the trick.

#3104
The odd little bit like this you'd have to do in script, yes, but by and large you'll still be able to use the interaction editor. The problem with it is that it's easy to use because it limits the things you can do, as opposed to using scripting - for example here where there's no easy way to do what you want without using at least a little script.
#3105
Advanced Technical Forum / Re: Moving Ego Head
Fri 07/05/2004 21:29:25
What if you create a view that includes diagonals, where only the face/head moves, then use:

if ((character[EGO].walking == 0) && (character[EGO].animating == 0)) {
  SetCharacterView (EGO, FACEVIEW);
  FaceLocation (EGO, mouse.x + GetViewportX(), mouse.y + GetViewportY());
}
else ReleaseCharacterView(EGO);

would that work? Or at least something like it.
#3106
Advanced Technical Forum / Re: Moving Ego Head
Fri 07/05/2004 20:35:21
Something like:
if (character[EGO].view == IDLE-1) {
Ã,  FaceLocation (EGO, mouse.x, mouse.y);
}

in the repeatedly execute might do it, but I'm not sure if turning EGO would take him out of idle. If it does:

if ((character[EGO].walking == 0) && (character[EGO].animating == 0)) {
Ã,  FaceLocation (EGO, mouse.x, mouse.y);
}

might be better. Not had time to test these, but hope they help.
#3107
Since I don't think the interaction editor allows you to wait for an object to finish animating (i.e. the door to open before sending you to the next room), you could try using:
Object Interaction -> Interact Object -> Run Script:
  MoveCharacterBlocking (EGO, 81, 108, 0);
  SetObjectView (0, 7);
  AnimateObjectEx (0,0,5,0,0,1);
  NewRoomEx (9, 300, 176);

See the manual for more info on what all the parameters actually do - I'm not totally sure I've set it up exactly as you want it. The only real benefit this has over Scuthberts method is you don't have to worry about timing how long it takes and converting that into game cycles.
#3108
Quote from: Kinoko on Fri 07/05/2004 12:27:25
Ahh, good old Deluxe Paint was my poison.

Yay, I remember that (about Deluxe Paint 5, I think). I used to be so amazed by the fact that I could actually produce animations, right there on my computer. I remember making little aminated credits for crappy 'films' me and my mates made with someone's video camera.
#3109
I agree with kaaZ about the shadows/highlights on the grooves, but I think the original colouring fits a lot better into your style, based on the screenies on your site. I'd also say add grain to the horizontal planks, like kaaZ did, but have it run across them, rather than down.
#3110
Really nice game, but I found a bug or two.

Spoiler
In the kitchen, if I try to pick up the cutting board, it crashes and says script error at line 1104, AnimateCharacter: invalid loop.

In the laundry room, if I try to pick up the clothes, I get the same invalid character error as EM.

Also, in the Games Shop, if I try to use the cable wire on the glass case at the bottom of the screen - not the main counter one - it says 'That doesn't need any deep cleansing action'.

Oh, and the warning.txt file contains a bunch of stuff - mostly to do with trying to change the character view without having called ReleaseCharacterView first.
[close]

Looks like a lot, but only a couple are really important, and you did say this was more of a beta than a finished product anyway.
#3111
Critics' Lounge / Re: Final Version of BG, C&C
Fri 07/05/2004 13:48:38
On the front left (as you look at it) of the yellow part, the outline looks like it overshoots into the sky.
Maybe if you blurred the lines of the flowers a little, it would make them look closer? Then again I don't know how well that would fit with the style.
#3112
Nostradamus:
Yeah, but I think it loses something after God Emperor. Also, I wouldn't recommend the 'Prelude To' series.
#3113
game.items_per_line and game.num_inv_displayed are listed as read only variables, so I don't think you can use them to set anything.
#3114
Critics' Lounge / Re: Alien Voice
Fri 07/05/2004 00:43:11
I argee with everything that's been said already, and raise it:

If there's going to be quite a bit of speech, you might want to do something about the 'highpitched first half, lower second' thing that both of these have. Personally, and this may just be me, I'd find it very distracting over a full game.

Also, for some reason the 'last place' one makes me think of Mario. I don't know if this is good or bad.

As eric said, maybe having someone else in the room to 'bounce' off would be an idea, at least to get started.
#3115
Are you asking whether you can have more than 8 items in your inventory, or whether it's possible to see more than 8 items at once? Either way, the answer is that you can. What inventory GUI are you using? If it's a custom one, you might need to play around with the inventory window size, or the button coding.
#3116
General Discussion / Re: Stupid Forum Quotes
Thu 06/05/2004 23:44:19
QuoteI have two suggestions:

1)  LOWER INDY'S PANTS!

2)  LOWER INDY'S PANTS!!

In context, it makes perect sense, but I couldn't resist.
#3117
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 18:00:58
As everyone else says, pretty sweet plugin.
#3118
Do you mean the little cardboard box in the corner, that has the inventory and Look, Take, Use, etc in it? 'Cause that's quite easy. It's just a case of having a small GUI with a single button (the box) open up a bigger one (inside the box) with a row of buttons, for the functions, and an inventory window.
#3119
On a related note, the Yes! Car Credit ads, with the woman in the strange green and yellow pixie suit. Or any credit / finance ads really.
"Looking for a way to cut your debts? Try not taking out ridiculously large loans. Fool!"

Also, the Sainsbury's ads with Jamie Oliver. I hate Jamie Oliver. This cannot be overstated.
#3120
Quote from: Ashen on Wed 05/05/2004 01:38:49
That's what I said a few posts ago.
There isn't actually a 'Loop Room' function, as far as I know, but the scripting needed to do it is in Demo Quest.

Sorry for repeating myself, but....
SMF spam blocked by CleanTalk