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Topics - Dave Gilbert

#141
Is this possible?  I'm creating a control GUI with a messload of text labels and buttons, and I just reached the limit. :(
#142
I have a listbox in my game that the player can scroll through, and since there a lot of items I thought it would be nice to have each item change color when the mouse scrolls over it. 

As far as I can tell, there doesn't seem to be any method of changing the text colors of individual listbox items.  Something like:

LISTBOX.ChangeTextColor(INDEX, COLOR);

Which will change the text color of the INDEX item of listbox LIST to color COLOR.

This feature would be quite useful. Unless it already exists and I just can't find it. 
#143
Critics' Lounge / a few character animations
Tue 02/05/2006 20:17:02






Here are two little RPG characters I've been futzing with.  Art has never really been my thing but I think I've found a style I am happy with.  Any critiques are appreciated!
#144


S.O.S!  Game progress halted due to perspective suckiness! 

I've played around with the perspective lines of this until I see em with my eyes closed.  I don't want to add any more to this picture unless I get the perspective sorted, so I appeal to the gurus of this forum.  Any help, as always, is appreciated.
#145
Hi all.  Thanks again for the help with my other BGs. 



Bleh.  I spend three-and-a-half hours on a background and it looks like some 13 year old kid vomited it up in ten minutes. 
As this is for MAGS, I am going for as simple-and-fast as possible, but I think that shading could improve it immensely.  Any tips appreciated.
#146
Critics' Lounge / WIP - ship deck
Sun 08/01/2006 21:43:46
I'm on a roll.

Thanks everyone who helped me with my last BG.  Here's another one.  I'm hoping to use these BGs in the january Mags comp.

Anyway, this is the deck of the ship:



Simple, but I'm under a deadline. :)  Any advice appreciated.
#147


Oy, am I out of practice.   

This is supposed to be a 1930s style cruise ship.  It is for a title screen (title yet undetermined), which is why the ship is kind of pushed down toward the bottom of the screen.

I am happy with the basic shape but could use some advice on detailing.  Something that suggests movement.  It sort of looks like it's plastered over the water and I don't like that very much. 

Any advice appreciated.
#148


I found this animation on the web (one of the frames is kind of jerky, I know).  I really like how smooth the animation is, but the cycle is 16 frames long.  I am trying to prove my animation skills, and I was wondering if all these frames are necessary?  Can some of the frames be removed without losing the overall smoothness?  (Especially considering that a game sprite will be much much smaller). 

Thanks.

#149
Critics' Lounge / shading help?
Wed 03/08/2005 12:21:30
God I suck at sprite making.

I started drawing this guy just for fun.  I'd be greatful for any tips on how to shade him properly.



#150
General Discussion / I'm a Seoooouuull man
Wed 20/07/2005 17:40:27
Greetings from Seoul, everybody!

As a chunk of you should know by now since I've been chatting about it for ages, I've accepted an English Teaching position here in Seoul, South Korea.  At long last, I am finally here.  I arrived two days ago and my brain is about to go into sensory overload.  My short time here has been incredibly overwhelming, but I think I will get over that in time.  The kids are a handful but extremely cute.  I don't have my laptop connected to the Internet yet, but this city has a cyber cafe on every street corner so my physical displacement should go otherwise un-noticed (You know, for the three of you who care).

Anyway, just have jetlag at 1:40am and thought I'd share.  Take care, all.

-Dave
#151
From the manual:

Quote
NOTE: The conversation will not start immediately; instead, it will be run when the current script function finishes executing.

Is there any way around this issue?  My current script has a lot of "runDialogs", and splitting the script up into a dozen dialog_request functions is making it real messy.  Any advice appreciated!

Thanks,

-Dave
#152
I recently realized in designing my current game that there are going to be alot of idle animations for the various characters, and the animations depend on various factors - the direction the character is in, what the character is wearing, the mood of the character, etc.  I was wondering if there was a way to have more direct control over the idle animating function, instead of having SetIdleView commands all over the code.  Something like:

OnCharacterIdle(JOE)

{
   if (Joe is wearing jacket)
   {
       if (joe is sad)
           play sad/jacket animation;
       if (joe is happy)
           play happy/jacket animation;
   }
  else if (Joe is wearing tie)
  {
       if (joe is sad)
           play sad/tie animation;
       if (joe is happy)
           play happy/tie animation;
  }
}

You could also set up random idle animations with this function, something AGS isn't capable of now, as far as I can tell.

Is there a way to do this?
#153
General Discussion / "Seinfeld" moments
Wed 16/03/2005 17:18:57
My mom and I usually have lunch once a week, and yesterday we had what I can only call a “Seinfeld moment.”

She was eating an omelette, and was down to her last piece when she said “This is the worst omelette I've ever had.”

“Really?” I replied. “It can't be so bad.  Let me try it.”

“It's my last piece!” she cried indignantly, “You want to take my last piece?”

“I thought you said you didn't like it.”

Awkward silence.  She speared the offending omelette with a fork, put it in her mouth, and ate it.

“It's really horrible,” she mumbled, chewing thoughtfully.

---

Just thought I'd share.  Does anybody else have moments like these?
#154
Hi all,

I know that AGS is very sluggish when it comes to hi-res.Ã,  I know folks complained that "Barn Runner", which was in hi-res, became almost impossible to play on some computers merely because the snow/rain plug-in was enabled.Ã,  The author upped the speed and everything was fine on its second release, but it got me thinking.Ã,  I decided to pool the community and see if we could gather some tips on optimizing speed in hi-res.Ã,  Would using palletes for sprites make any difference?Ã,  I know it decreases the file size, but does that affect the speed?  Thanks!

-Dave
#155
General Discussion / microphone help?
Sat 11/12/2004 12:05:13
Right.  I'm at a loss.

None of my audio programs will let me record with my microphone anymore.  I can hear my voice just fine through the speakers, yet pressing "record" does nothing.  I've tried using Audacity, the built-in recorder program, and done the "test hardware" thing in the control panel.  None of them work.

Any ideas are appreciated.  All my sound drivers are updated, so it's nothing to do with that.  I think.
#156
Advanced Technical Forum / Walking a dog
Fri 03/12/2004 16:51:23
Hi all,

Here's a theoretical problem for you guys.  I had this idea and I wondered if it was even possible.

Your character is walking a dog on a leash.  You can move your character around the screen and the dog follows you independantly, but remains connected to the leash. 

Does that make sense?  Basically I want the leash to be attached to your character's hand and the dog's collar while both move independantly of each other. 

Any light-shedding appreciated.

-Dave
#157
Two of a Kind
An Epileptic Fish adventure
===========================

Background
---------------

Over half a millennia ago, a meteor crashed to the earth. It was hardly noticed, and soon all traces of its existence vanished. Hundreds of years later, the town of Bluff City was founded on the same spot.Ã,  It wasn't long before the early settlers noticed something strange happening. Every child born in Bluff City was bestowed with a special power, such as levitation, or the power to turn invisible. These "gifts" were a scientific impossibility, ignoring all laws of genetics. With its heightened popularity, Bluff City grew and expanded.

Tim and Tiffany Walters are fraternal twins, born and raised in Bluff City. After a traumatic childhood (which they don't talk about), they became extremely close and depend on each other for everything. To pay the bills, they have opened a Private Investigator business.Ã, 

Characters:
--------------

Timothy Walters - Special Power: Levitation

Tim acts like an older brother to his sister Tiffany, despite the fact that he was born three minutes after her. He is strangely overprotective of her, and is constantly making sure that she's okay. He is very moody, often depressed, and looks at the world through jaded, cynical eyes. His one joy comes from listening to rock music.Ã,  He is particularly fond of KISS; he has all their CDs and has even met some of the members.

Tiffany Walters - Special Power: Talking to Animals

Tiffany is cheerful, happy-go-lucky and childish. Not only is the glass constantly half full for her, but it's also pink with smiley faces drawn on it.Ã,  She is obsessed with stuffed animals, of which she has many, and believes that she can always get her way by saying "Please!" often enough. Tiffany is always trying to get her brother Tim to have fun, which usually consists of a game of Candy-Land.

Notes
-------

This game was originally made for the AGS Team Competition, which ran for six weeks in the summer of 2004.Ã,  The team consisted of BerserkerTails, Dart, Scotch, Yoke and myself.Ã,  We managed to make the deadline, but decided that the game was still too empty and full of bugs to justify an official release.Ã,  Three-and-a-half months later, it's sweet and sparkly and ready for public consumption.Ã,  Creating this game has been a fantastic experience.Ã,  We all hope you enjoy it.

Screenshots
---------------









Download Links
------------------
AGS games page:Ã,  http://www.adventuregamestudio.co.uk/games.php?action-detail&id=462

direct link: http://www.davelgil.com/ags/toak.zip


UPDATES

11-5
A minor bug involving the follow function inside the office is now fixed.

12-11
A number of niggly fixes, and a buffed up closing creditsÃ,  Ã, Matthew Gardener (Wogoat) drew a number of GORGEOUS pictures to display over the ending sequence.Ã,  Well worth re-playing the game just to see them, in my opinion.Ã,  Here's a preview:

#158
Maybe it's the capitalist in me, but I do believe that the success of any project hinges on marketing.Ã,  If nobody ever heard about your game, for example, they will never play it.Ã,  There's a large game-playing world outside of these forums, and yet somehow they get word of our games and play them.Ã,  This is something I've been wondering about a lot lately, and I wanted to get some other takes on it.Ã,  Ã,  Do you “market” your games?Ã,  Is there some direct, aggressive action you take to ensure that people know the game exists? Or do you just post an announcement on a few forums and let word-of-mouth do the rest?Ã,  (This is what I do)Ã,  I'm curious to hear about other folks' experiences.
#159
I did, and I'm still reeling.  I turned it on expecting a lot of strong (but empty) rhetoric from Bush and stiff, incoherant ramblings from Kerry.  What we got was the total opposite.  Kerry was strong, clear and decisive.  Bush was stammering, rambling, and kept losing his train of thought.  Without his peeps to back him up, he looked like an idiot.  Without the republican spin campaign to bring him down, Kerry came across looking VERY good.  Kerry not only nailed Bush's ass to the wall,  he cut off a slice and fed it back to Bush on a plate. 

Unforunately, I can't help but thinking “This is what we needed five months ago.”  Hopefully it's not too late.

#160
Background
----------

Over half a millennia ago, a meteor crashed into Earth. It was hardly noticed, and soon all traces of its existence vanished. Hundreds of years later, the town of Bluff City was founded on the same spot.Ã,  It wasn't long before the early settlers noticed something strange happening. Every child born in Bluff City was bestowed with a special power, such as levitation, or the power to turn invisible. These "gifts" were a scientific impossibility, ignoring all laws of genetics. With its heightened popularity, Bluff City grew and expanded.

Tim and Tiffany Walters are fraternal twins, born and raised in Bluff City. After a traumatic childhood (which they don't talk about), they became extremely close and depend on each other for everything. To pay the bills, they have opened a Private Investigator business.Ã, 

Characters:
-----------

Timothy Walters - Special Power: Levitation

Tim acts like an older brother to his sister Tiffany, despite the fact that he was born three minutes after her. He is strangely overprotective of her, and is constantly making sure that she's okay. He is very moody, often depressed, and looks at the world through jaded, cynical eyes. His one joy comes from listening to rock music.Ã,  He is particularly fond of KISS; he has all their CDs and has even met some of the members.

Tiffany Walters - Special Power: Talking to Animals

Tiffany is cheerful, happy-go-lucky and childish. Not only is the glass constantly half full for her, but it's also pink with smiley faces drawn on it.Ã,  She is obsessed with stuffed animals, of which she has many, and believes that she can always get her way by saying "Please!" often enough. Tiffany is always trying to get her brother Tim to have fun, which usually consists of a game of Candy-Land.

Features
--------
Two playable characters
Multiple solutions to puzzles
Over 20 playable rooms
Over 15 characters
A soundtrack composed of 14 original tunes

Notes
-----

This game was originally made for the AGS Team Competition.Ã,  The team consisted of Yoke, Dart, BerserkerTails, Scotch and myself.Ã,  Never had I imagined a team so great.Ã,  We managed to make the deadline, but feel that the game needed a bit of sprucing up before unleashing it upon the unforgiving masses.Ã,  We're adding some dialog, squashing some bugs, and adding some nifty features before the official release.Ã, 

Screenshots
-----------




EDIT: A new screenshot, because you are all so lovely:


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