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Messages - Crimson Wizard

#13261
EDIT: erm, did not notice this thread is marked as "solved" already. Well, I'll leave my post here just in case someone will find it useful.
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Quote from: Studio E3 on Thu 09/06/2011 05:22:06
I wan't to make a transition I could save it somehow and load it into another AGS game.
You can code transition in a separate module (in AGS script) and copy that module to all the games you are making later.

BTW I made a custom transition once, it looks like colored stripes fill the screen one by one, then dissapear in same order. I can post my code as an example when I get home later today.

A while passed since I coded that so I may be mistaken in details, but in general you should:
1) Set "Instant" as your default room transition type.
2) Make a separate module (script header/source pair) for scripting convenience.
3) Define and write at least two functions there, one for "fade in", another for "fade out". I also think it should be assumed that these functions are run multiple times - every game loop until transition is finished, because otherwise AGS won't be able to update image on screen (well, someone will correct me if I am wrong). This also means you should save transition state and all related data between function calls (preferably in the same module).
4) There should be some kind of variable that determines current transition state (Not going / making fade-out / fade-out ended / making fade-in / fade-in ended, or something like that). As I said earlier, this variable should preferably be placed in that separate module, but should be also exported for use in other modules.
Also there possibly should be variables to save target room and coordinates where character should appear after transition. One of the solutions would be to call player.ChangeRoom() from the function that implements "fade-out".
5) In each room you need this transition to fade-out or fade-in set that variable so your transition module will know what to do.
Set transition state to "making fade-out" at the place in script where character should leave the room, and set target room and coordinates to whatever you need.
In "After fade in" room event set transtion state to "making fade-in".
6) In Global script's repeatedly_execute function place a check whether transtion state is "making fade-in" or "making fade out" and if it is, then call corresponding transition function from your module you wrote earlier.

Well, I know this explanation may be a bit clumsy, but as I said I am going to post my example here later. Or maybe someone else will do.


Quote from: Calin Leafshade on Thu 09/06/2011 03:37:52
just draw the transition to a full screen gui.
I've drawn mine using dynamic sprites iirc btw :)
#13262
Now talk about violence in videogames. ;D
#13263
Excuse me, but where I can see your game? What it looks like? What is it about? Any information?
I highly doubt anyone would be interested in translating something they've never seen  ;)
#13264
Quote from: Calin Leafshade on Wed 01/06/2011 18:48:56
Replace the word "women" in some of your posts with "black people" and see how they look.

Quote
Storing black people in the fridge is probably frowned upon.

Ummmm....



yeah, I see what you mean.
#13265
Critics' Lounge / Re: Arcade-y music
Wed 01/06/2011 18:26:25
I am usually quite clumsy at describing my thoughts on music, anyway -

There's a strange sound somewhere during first 1-2 seconds, that sounds like "shk" (lol, don't know how to explain, maybe like turning paper page or pressing a mechanical switch button) that feels irrelevant to the track. Very similar thing happens on 00:26-00:27.

Also, personally I didn't like the low vibrating transition that takes place at 00:05, 00:12 and 00:18, which sounds like some instrument is broken. (well I am not a big fan of low vibration in general ;))

What feels really good is a change from minor to major mood in the midst of the track.
#13266
Critics' Lounge / Re: walk on the giant tree
Tue 31/05/2011 15:27:19
I would not know it is a tree if not told before. My first thought was that it is some kind of walkpath made of giant vertebrae (spine parts) built in the caverns.

but then again, maybe it's just my wild imagination  :P
#13267
Quote from: Calin Leafshade on Mon 30/05/2011 19:22:07
I guess i should explain that the game doesnt feature a 4 man, set-in-stone party like something like Final Fantasy. Your 'squad' might have 30 people in it and you choose a battle party of 5-10 or so (depending on the size of the map) for each battle. So having a very rich class tree is important to make characters distinct and useful in their own right to avoid the situation seen in pokémon where you just level up your 5 favourite monsters.

For instance in a wooded map scouts and druids would be more useful than knights and infantry, who take a movement penalty in difficult terrain. Conversely, in an open map, scouts would be very exposed to enemy infantry, who can 'march' in open terrain and gain a movement bonus.

Hey, this starts to look a bit like X-Com games.

Have you considered to add Shepherds with sheep subordinates and Bakers, who make healing cookies? :D

Also
- Forger to repair weapons and make better ones;
- Enchanter to enchant equipment;
- Builder to construct walls and shelters;
- Engineer to make siege weaponry;
- Beekeeper to breed killing bees to attack enemies;
- Brewer to increase fighting spirit;
- Paratroo... nevermind.
#13268
I want to say I am very glad you are making a hires version. I remember that characters looked not very good (too much pixelated) on some scenes where strong scaling was applied to them. Also hires suits better for your drawing style.

There's one guy around here, known as Pinback, who draws amazing steampunkish art; I really hope he will follow your example  ;D

Not sure about 3d characters though... but we'll see.
#13269
I like it when the game establishes a balance between common-life situations, purely logical and and unordinary, eccentric puzzles. I like when you have to use items in the way they were not designed for, or perform an ordinary action in an unordinary way.

Yet I demand each puzzle I solve to have common sense. Senseless puzzles must not exist at all.

I like when the game offers you to find a way to make something you already did before in the same game but using another technique and other items. This really makes player use his creativity and imagination.

Oh, and I love word duels like in Monkey Island ;D
#13270
Quote from: krougeau on Fri 27/05/2011 03:16:57
PS: If anyone can refer me to a better or less irritating hosting site than Megaupload.com, I'd much appreciate it ;)

mediafire.com
box.net

I am using these ;)
#13271
Hey, umm, I wondered if I can participate in this :)
If that wasn't taken yet, can I try drawing GUARDROOM background?
If yes, I have following question: is there any detailed description of what should be in there? I understand that there should be a passage to EXERCISE YARD, a place to put a big hole where robot breaks in. What else? Design document sais "something is happening just beyond, there are flashes of light -gunfire" - where are those flashes coming from (sorry if I missed something), the yard, or elsewhere?

PS. I could find an hour (or more) either today's evening or on weekend.
#13272
Quote from: Pumaman on Sun 13/03/2011 19:19:11

QuoteProblem is that when I run the game in D3D9 mode some of the sprites are drawn with their colours shifted (changed, screwed, whatever you call it). This only seem to affect Graphical Overlays. Backgrounds, room objects and characters are drawn nicely. I managed to fix that behavior by changing from 16-bit (as it was originally) to 32-bit colour setting.

Strange, has anyone else had anything like this?


Oh, also, that may be important to add, that this happens only when I BUILD the game in the editor under Win7. When I run the version of the game compiled a year ago on different machine (under Windows Vista), this bug does not appear.
#13273
There's a certain mistake in AGS I reported back in 2009:
Perhaps it may have influence in your case too, please check the discussion:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36567.0

EDIT: Or maybe not.... hard to tell. The last sample from the picture you posted has more specific mistake... but, I don't have time to analyse your code right now, sorry.
#13274
Obviously, you forgot block begin and end symbols:

Code: ags
 if (cGrey.IsCollidingWithChar(cBbill) == 1)
{
   Display("told you something nasty would happen");
   Display("you should've stayed away from him....");
   player.ChangeRoom(300, 317, 232);
}


Remember, that if you have more than one command under "if" they must be embedded in { ... } construction.
#13275
I have a slight feeling I may have asked about this a long time ago, but I am not sure if I really did :) anyway,
I decided to review some of my older projects using newest AGS and saw a strange graphical glitch. I am also using Win7 now with DirectX10, so that probably may be a cause.
Problem is that when I run the game in D3D9 mode some of the sprites are drawn with their colours shifted (changed, screwed, whatever you call it). This only seem to affect Graphical Overlays. Backgrounds, room objects and characters are drawn nicely. I managed to fix that behavior by changing from 16-bit (as it was originally) to 32-bit colour setting.
Running in DX5 mode did not cause this.

Is this a usual behavior for AGS on Win7? Or is it a Graphical Overlay bug?


BTW, nice work with new AGS, I've already noticed few improvements around the editor :)
#13276
The Rumpus Room / Re: Cheesy subtitle for AGS
Thu 10/03/2011 19:51:33
- Where dreaming about your future game is well enough.  :P



( and believe me, I know what I am talking about, lol )
#13277
In other words, you should make sure that function you are calling is positioned BEFORE the function you call it from.
#13278
Quote from: kefir on Thu 03/03/2011 19:49:23
Thanks. I'm ask him later. First I will get experience with engine to know how made separate russifier programm
Hey, kefir, I've already "russified" one game here :) but I asked author for permission and he even gave me project sources to simplify testing (but that won't necessarily happen in current case).
Usually to translate a game you will need special text file which lists all the strings from the game, and you put your translations there, after each original string. That is also important, that some languages (those with cyrillic alphabet, for example) MAY require adding new game font, since english font sometimes (or usually?) does not have appropriate letters.
If you need any tips on "russifying", feel free to PM me :)
#13279
Quote from: Calin Elephantsittingonface on Tue 08/02/2011 09:00:55
Ok I listen to the users. The only person in favour of the mobs seems to be IndieBoy.. but he's scottish so we dont listen to him anyway.

I'll disable mobs
I started to play again recently and, in fact, found monsters interesting. Well, I can hardly remember any other game I played in last few years that would give me such an adrenaline rush ;D (knowing you will loose all your precious items in current inventory if you die).
But then again, I would agree that the way how monsters spawn make them quite annoying; I'd prefer they come from limited number of locations rather than spawn from every dark corner.
Regarding killing them, I guess some people know this already, I found almost every monster may be easily killed with a bow. Even spiders. Useability of melee weapons is still a question though.
#13280
You have 1215 messages?  O_O ;D
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