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Messages - Da_Elf

#481
i have a little thing i do with my fingers as i count opened braces and closed braces by raising and lowring a finger per brace
#482
i certainly wouldnt hire anyone from there. getting a bachelor's isnt a bad thing but atleast get it from a real university.
#483
your not the only one looking forward to me finishing my game. im looking forward to finishing it too hehehe. im about 30% through stage 2 of 5 stages
#484
im assuming the rectangle of the GUI is going to be black to represent the dark area of the cave and the circle will be in the center and this will be transparent. therefore we will be able to see our background where the circle is. if the center of the gui is centered on the character then it means that the rectangle will have to be double the screen size. this way when the character is all the way to the left then the edge of the gui is slightly beyond the edge of the screen on the right. where as if you could get an element of the GUI to follow the character (the circle) then the rectangle can be screen size and will never need to move. I was wondering if this was possible since i wasnt sure if having a huge GUI would slow down the game play
#485
Critics' Lounge / Re: Aristocrat & Fairies WIP
Fri 01/12/2006 17:03:50
when i saw your grey scale shading of the characteri thought of this tut. with this you could probably get things like lace or other fabric designs to rise and fall with the folds without having to manually draw it that way.
#486
yeah but is it possible to have a gui follow the possition of the character. also is it possibly to have a gui component (like the circle only) follow the character where as the black rectangle part remains where it is?
#488
Critics' Lounge / Re: Aristocrat & Fairies WIP
Thu 30/11/2006 17:54:57
ive always wanted to give this technique a try.

http://www.polykarbon.com/tutorials/displacement/displacement.htm
#489
I'm trying to give this a try but when i go to save the room it says it doesnt like the code. it says error (line 207): undefined symbol 'GetPlayerCharacter' in this code


Code: ags

SetFlashlightFollowCharacter (GetPlayerCharacter (), 0, -20, 20, 10);


did it change in 2.72 to something else and if so what did it change to. ive tried looking around the help manual but cant seem to find it.

actually when i check properties in the plugin al the tabs like syntax basic/tint etc are all empty. am i supposed to paste the code from the tutorial.txt file into those spaces?

opps. my backgrounds are 32bit so I'm guessing it wont work anyhow :(

EDIT

does anyone know of a way i can do this for a 32bit game? i have a character walking around in a cave with a flaming torch and i need to get the same effect this plugin seems to want to do.
#490
the hill module that was written to solve my problems works really well in setting the baseline
#491
How about knightsquire find himself in the possition of loosing his job since the king needs to cut back on knights in his pay due to not much money comming in from taxes. This is because of giants in the hills who eat the mountain goats that supply the goats milk to the market place, the sea monster who is attacking the fishermen and maybe a few other interesting things. Naturally its up to the knight to save the kingdom.
#492
well. from what i can see its perfect now. lets hope we dont needs to see a version 1.03
#493
i would have just put it down to it being a dell hehehe
#494
one last bug. once you leave the room containing that you have left the walkbehinds deactivated. basically when i went into other rooms after my hill room none of the walkbehinds worked anymore.
#495
great module since it allows the use of multiple characters to follow eachother down the hill and not have the mess up with the baseline. however the problem your having with scaling being inversed is the reson i linked my characters y possition to my scale in my equation of player.Scaling = ((((299-player.y)-34)*2)+30); this equation inverts the scaling for me. if you watch your characters just as they go over the top of your 1st hill you see they get smaller imediately. then walk them down the bottom of the hill and you see they get bigger then poof, get smaller
#496
problem is i dont know much about the use of modules. there was another module for scaling in any direction which sounded cool but unfortunately i didnt know how to use it....oh i see now how you have documentation. time to start reading.

hmmm. I'm curious how your able to have a different baseline for each character on those walkbehinds.

oh. i didnt realise walkable areas could have Z coordinates. basically your setting a walk behind area as being closer than the walkable area thats on the other side of the hill. this means you dont need to change the baseline for the hill once your on the downward path AGS will know your behind the hill because its Z possition is behind the hills z-possition?
#497
Critics' Lounge / Re: My try drawing chibi
Tue 28/11/2006 13:23:08
i love this site. also includes a cute chibi tutorial as well
http://www.polykarbon.com/tutorials/index.htm
#498
Critics' Lounge / Re: Desert Background
Tue 28/11/2006 02:34:50
dont forget also the possition of the sun and the possition of the foreground cactus's shadow
#499
Critics' Lounge / Re: New backgrounds
Tue 28/11/2006 02:33:32
actually if saving a jpeg from photoshop with quality up to 12 you would be hard pressed to find pixelation. i know some print shots who used to require a tiff or tga for print. then this other place said screw that just bring a 12quality jpeg. the file size is so much smaller and it would be difficult to find the quality difference. from there on in i only took jpegs to printers and when they say they want a tiff or tga i remind them (out loud especially if others are in the shop) who the paying customer is and that if they cant handle a jpeg then obviously i chose the wrong place. (sorry. i can be evil sometimes hehehe)
#500
yeah. basically the hotspot walk to feature is the exact same thing as typing player.Walk(x,y) the only difference is that one is automatic and screws up the code i already wrote hehehe and the other one is a mear couple of letters and a few numbers and doesnt screw up my code.
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