QuoteDamien, go ahead. That's why I wrote...Damn, I must be going blind.
Thanks for your help Jet X.L.
Here's another song:
D_whatsong02.mid
So, if anyone knows the title...
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Show posts MenuQuoteDamien, go ahead. That's why I wrote...Damn, I must be going blind.
[img width= height= ]picture location[/img]
[img width=210 height=129]http://www.2dadventure.com/ags/D_Xadhoom's.PNG[/img]
QuoteMy guess is he first draws it with an outline, and then when adding shades and dithering he removes the outline.Right-o.
QuoteSamantha or Sasha or whatever the name of the chick in the beginning of Leisure Suit Larry 7.Shamara?
QuoteAt a certain point the character will move into a new background - a close up of the monastery gates. I think this will be better. It also has the bonus of only having to animate the sprite at two different sizes rather than actually animate him getting smaller as he walks into the distance.No need for that at all, when placing walkable areas in the AGS editor, there's a 'continuous scaling' option that will resize your sprite automatically, check it out.
Quoteno more then 2 intruments should be in the centre. Also, make sure you fill up the entire panning spectrum go all the way to the right with one instrument and make another one only a little bit to the right
QuoteCan you define "transition scene"?He ment if this scene will not be playable, if it would be used for a cutscene or something.
QuoteTransition again.Ã, I'll respond to this once I'm clear on what you mean.The whole path isn't visible because a part of it (closer to the monastery) is behind a small hill. So Yak suggested to make the whole path visible if you're planning to make this background playable. That's because the character would be just a few pixels tall that far from the 'camera', and once behind the walkbehind (in this case - the hill) it would be quite hard to figure out where he is exactly.
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