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Messages - Cassiebsg

#121
I think, like me, you use Flashlight cause it's the term we're used to see/hear in US films/shows/games. As soon as it's British it becomes a "torch"...

I think the "flash" part of the name, it's not because it flashes, but referencing the immediate light turning on (just like a flash flood, doesn't flash either, but it's immediate/sudden). I'm just speculating, not something I know for sure.  :) 
#122
AGS Games in Production / Re: Zid Journey
Mon 26/12/2022 14:56:12
I got the Demo from GOG, but it's an exe!  :-X

Any change to provide a zip file as well? I don't like installers.
#123
Meet Bubble, your friendly hopping ball.
Never leave home without it (it'll literally hop happily and follow you). And if you get tired, just sit on it and enjoy the ride.  Don't worry about motion sickness ever again... it's colour friendly! (laugh)

#124
Rats, missed Broken Sword...  :~(

Thanks for keeping to post these.  (nod)
#125
The Rumpus Room / Re: Merry Christmas ^^
Sat 24/12/2022 10:24:26
Merry holidays everybody!
#126
Think we might be complicating this a bit too much maybe? I'm no expert in the Tumbleweed template, so I'll just talk my thoughs on this process:

Spoiler

- Use tinder on firewood (nothing weird here).
- Use knife on tinder/firewood (nothing new here either)
- Eventually zoom in so that you now can see, the firewood, tinder and knife.
- Now, you just need to use the flint on the knife

If your zoom in is close enough you can even make the flint become the cursor and then use the mouse to strike the flint in the right place (or correct movement) to make the spark fly towards the tinder and start the fire.

I think this would give the player a good feel of actually doing it instead of randomly combine object x with y and use on Z.

It would be a cool interactive piece, I think. :) Then you can make it easier or harder (like placing the tinder in the correct place, the knife and strike with just the right movement/direction/strength).
[close]
#127
Homage you give credit to the inspiration. Thef you claim it as yours, period.  :-\
#128
NP, you're welcome. :)
I've seen ppl do that mistake before, so thought it was worth mentioning it.  ;)
#129
You probably have it set somewhere else.

Few thing to check:
- Do you have more than 1 character that look the same? Maybe you're using the wrong character?
- Check all lines where cChar1/cbianca (the NPC that isn't working - right click on the name and you should get an option "Find all"). Review each line and make sure you didn't change it's view, or forgot to unlock a view somewhere. or change it's speech color.
#130
The Rumpus Room / Re: What grinds my gears!
Thu 08/12/2022 22:25:33
Maybe they believe in Santa Claus?  ;)

About "Whamageddon", no such luck. My son goes around singing it... but I like it, so no problem for me.  (laugh)
#131
That is awesome!  :-D
#132
The "old" owner can take a fraction of his earnings by the sale,hire all the fired personnel and give them better pay, create a new improved platform Twitter 2.0 called "Coollibri" and invite all Twitter users to join... thus killing Twitter. After all, a social media platform is only as valuable as it's users. Everybody wins... well almost everybody...  (laugh)
#133
As I said, I use Blender to create all assets for my games, including characters.

I can't see Khris's video, so here's my process (simplified into easy steps):

1 - Create the model
2 - Rig it
3 - Animate walkcycle, pickup, etc...
4 - Set up camera (making sure it's set to orthogonal and has transparent BG).
5- Set up a "floor" object (specially if I want to grab shadow and to help me rotate my character for the camera: as in rotating the floor will rotate the character, so I can grab all views I need from my stationary camera.).
6 - Light character up.
7 - Set up and run a lille pyton script (courtesy of Problem) that will  grab all my loops views by automaticly rotate the character and name each sprite accordingly.
8 - Import my sprites into AGS, create a new view and set up it's loops.
9 - Assign the view to the character.
10 - Done.  :-D
#134
Hi and welcome.

I can't import 3D into AGS. If that's what you want you need to look at Godot or Unity.

You can still do your 3D models in Blender for AGS though. Then export them as 2D sprites and import them into AGS. This is what I do.  ;)

But if you want some kind of 2.5D, with a real 3D character model walking on 2D backgrounds, then AGS isn't for for you.
#135
Site & Forum Reports / Re: YouTube embeds
Sat 29/10/2022 10:18:20
Thing is that grabbing an url is easy and straight forward... figuring out what the video ID is, isn't. As far as I know there isn't anywhere one can copy paste the ID, except for analysing and dissecting the url...

I would rather just being able to enter the url as well, even though I know how to find the video ID and enter that.
#136
Congrats Lorenzo!  :)
#137
Just a note, don't use jpg, as it introduces artefacts. Use PNG or TIF in order to preserve the image as much as possible.

Good luck with the project, I love the BGs BTW.  (nod)
#138
Quote from: AGA on Mon 26/09/2022 19:44:00
Quote"New" icon on forums list.

What is there "TO DO" with this?  ???
It's working just fine. It leds me to the right last read post in a thread...
So I'm not sure why it's included in the "to do" list. What exactly are you planning to do with it?
#139
Seems like the "NEW" icon on the left of the new topic, leads me to the last unread post on that thread... So that solves that problem for me.  :-D  I'll just have to get used to clicking on the left instead of the right.
#140
What I normally do, is just check the player.PreviousRoom, like this:

Code: ags

function room_AfterFadeIn()
{		
if (player.PreviousRoom==28)
	player.Walk(90, 561);
else
	player.Walk(730, 547);
}

function room_LeaveLeft()
{
player.ChangeRoom(28, 573, 345);
}

function room_LeaveRight()
{
player.ChangeRoom(30, 5, 546);
}



Of course, you instead of adding the coordinates on the player.ChangeRoom, you can also just add the check of player.PreviousRoom to room_Load() and then set the player x,y.

This works, good, as long as you don't have multiple arrival points to the same room from the previous room.
Otherwise, you'll just need to store players last coordinates, so you can easily return to them.
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