Some of the AGS games were creepy enough on their own.
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Show posts MenuQuote from: Khris on Fri 20/07/2012 06:22:16Yeah, and -
Really, you put Vista or 7 on a computer from 2001?
Quote from: Jaffles on Thu 19/07/2012 19:54:13It is strange that although you think that it won't work with DirectX 9 because your computer is old, you still were trying to make it work with DirectX 11.
But unfortunately, I downloaded/installed DirectX 9 and it still refuses to work. I think my computer may just be too old... (it's from 2001)
Quote from: DavidGabriel on Thu 19/07/2012 23:23:50Although I never did anything like that, but basing on my personal experience with AGS I would not recommend you make it with room backgrounds unless there's no other option. There could be only 5 room backgrounds, and you won't make much of an animation with that.
Hey, Im wondering what the best way to incoporate full screen cutscenes would be? Ive thought of perhaps exporting each frame of an cutscene and setting them as alternating room backgrounds...
Quote from: DavidGabriel on Thu 19/07/2012 23:23:50Again, I am not sure what you mean. Animations may be played only once, they do not need to loop all the time. Character may be moved from one room or another right after animation if you check Character.Animating or Object.Animating property, like in this basic example:
I am yet to figure out a way to make the cutscene END rather than loop (ie. make the player automatically leave the room once the animation is over.
if (!SomeCutsceneCharacter.Animating)
{
player.ChangeRoom(10);
}
Quote from: Snarky on Thu 19/07/2012 17:43:49I cannot be THAT "Mirror Mirror"... should be some different one.
Wow, Julia Roberts looks really different! That must be one weird-ass Snow White movie...
Quote from: Frito Master on Thu 19/07/2012 11:59:17I honestly have no idea. I checked it several years ago. All I remember is that it allows to create scripts by use of GUI: actions and conditions resembled by icons, that sort of stuff. I never did anything finished with it though.
Is game maker anygood?
Quote from: AnasAbdin on Wed 18/07/2012 19:19:42
I can't believe after all those weird movies you guys keep guessing you can't guess this one...
Quote from: Joseph DiPerla on Thu 19/07/2012 00:02:41I disagree. There's definitely no point in adjusting those numbers, since no one has ever requested that AFAIK. By doing that we achieve literally nothing.
At this point, I would just up the total number of limits to numbers that are ridiculous, like 10,000 rooms and 100,000 inventory items. Really, no one would use that much in the first place anyway. Atleast that can be a work around for now. I do agree though that using dynamic arrays would be ideal, but since that would take some time, I guess we could do it my way for now
Quote from: tzachs on Wed 18/07/2012 22:12:03I won't yell. My intent was to push you towards releasing public beta, but that's what you just did.
Call me naive (and CW will probably yell at me for saying this), but I'm still waiting for CJ giving permissions to people and Alan among them...
int spritewidth[MAX_SPRITES],spriteheight[MAX_SPRITES];
GUIMain*guis;
read_gui(iii,guis,&game, &guis);
void read_gui(FILE * iii, GUIMain * guiread, GameSetupStruct * gss, GUIMain** allocate)
{
...
if (allocate != NULL)
{
*allocate = (GUIMain*)malloc(sizeof(GUIMain) * gss->numgui);
guiread = *allocate;
}
*allocate = new GUIMain[gss->numgui];
numinvitems = getshort(fp);
fread(&invinfo[0], sizeof(InventoryItemInfo), numinvitems, f);
InventoryItemInfo invinfo[MAX_INV];
NewInteraction *intrInv[MAX_INV];
CustomProperties invProps[MAX_INV];
char invScriptNames[MAX_INV][MAX_SCRIPT_NAME_LEN];
short inv[MAX_INV];
Quote from: Calin Leafshade on Wed 18/07/2012 20:03:18Any rapists maybe?
Do we have any psychologists in the house?
Quote from: BigMc on Tue 17/07/2012 19:50:33I thought it's 32-bit as opposed to 16-bit
EDIT2: And ags32bitosdriver has nothing to do with 32 bit. That's 32 bit as opposed to DOS. I mean, since there is no DOS support anymore, the contents should go into other files outside of 'platform'.
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