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Messages - DoorKnobHandle

#1501
Ah, got it. Thanks! :) That's a nice idea. I'll have to waste some more time on this some day!
#1502
You are mixing a few things up. You wont definately need any kind of 3d module/plugin for jumping. You won't need any z-coordinates either.

Imagine a set of tiles on the ground and the player standing on one of those tiles. Now, when you move the player to the tile left from the player, then you decrease the player's x-position, if you make the player move to the tile above where the player is at the moment, then you decrease the player's y-position and so on. I am sure you already have this in your current project.

Allright, so, now imagine the player jumps. What happens? Well, actually the player moves up and down again. So, you don't need to change any kind of z-coordinate, you need to change the y-coordinate. Decrease it to make him rise and increase afterwards to make him fall again until he is back on his original position.

Of course, this could look like you are simply moving your player to the tile above the player and then back. To fight this impression, you could add a shadow that stays on the original place of the player and make the speed of the jump change (let him start the jump quickly, then let him become slower as the player rises, now comes the "maximum height point" where the player stops rising and then starts to slowly fall again and finally increase the speed of the player falling as he comes closer to the ground again).

That's it. I hope I managed to make everything clear, if not, feel free to ask again and good luck! :)
#1503
Ah, I see. But it gives me the same after drag & dropping the address into a new firefox tab or copying the link manually into a new browser window. I even tried it with Internet Explorer, but it won't work. And when I cut the address down to http://www.nymphusa.com it wants to know a user ID and a password.

Is there any special trick to get this working? 8)
#1504
Quote from: the site:
Please visit the KISEKAE Electric Guitars from The Complete Telecaster page.
Otherwise you won't see any future updates because of FLASH's cache problem.

New link?
#1505
Allright, the contest is closed.

I was really very, very satisfied not only with the amount of entries but also with the quality of your work! In the end, it was you who made this round a total blast. Really great, I wish all tune contest had this interest and level of quality -- you can image how hard it was to judge it. Anyways, a short review sentence to every entry will follow. After that I will announce the winner.

Sorted randomly...

Guybrush Peepwood: Very nice piece, I love the atmosphere you create by using distorted guitars with traditional instruments and a great sounding drumset.

ProgZmax: Really atmospheric. You used a very good sounding drumset as well -- however I found the baseline to be repeated too often. Apart from that it was great though.

Ghormak: Amazing piano work. This one reminded me of classical compositions and was very impressing overall!

Psych0F0x: Your song starts off very minimalistic, but I really love the way it turns into a stunning movie theme kind of song after 30 seconds. However, overall the other parts except the theme didn't stand out enough in order to be a track on its own and not a soundtrack in my opinion. Still, that theme is absolutly fantastic!

He-Man: I loved this song. Simple as that. Your voice fits very well -- however it didn't personally remind of Slayer's Seasons In The Abyss. ;)

Cameron: I loved the creepiness of your entry. Especially the piano chords were very scary. It could've used some polishing here and there with the mixing possibly though.

Cino: Very atmospheric, it set a great mood for a game in my opinion. The ending was very abrupt though and seemed unnatural.

Helm: I dig your guitar work. You pulled off some very interesting riffs, a few supporting instruments (bass, drums, synths etc.) may have helped to get the most out of your great ideas -- but that's your decision and it did have character with guitars only.

Geoffkhan: Your sond was great. The drums sounded very smooth as well. It was really a great tune featuring great solos, but it I missed a little variety -- I imagine it would've been great if the overall sound would've changed just a bit at times (for example kick in some distortion for one part of the solo or add new instruments), thus it really only seemed like one long solo part over a constant backing track -- but it was one great long solo! :)

Biothlebop: This was a great soundtrack for a game. I loved it, but it too was bit repetitive to my ears.

So, before I really announce the winner, I want all of you to know that even if you didn't win, all and every single one of your entries were great. It was really, really close and to be honest, it was impossible to come up with one winner -- but, of course we need one, because that's how tune contests work.

I chose Geoffkhan, because his entry really seemed to appeal the most interesting to listen to. However, again, all your entries were great and deserved prizes as well. So, congratulations to all of you, keep it up!

Thanks for your time, work and interest. :)
#1506
No, there's no need to do anything to palettes when setting your game to be in either 16 or 32-bit mode, nothing!

I am glad it works, but that cutting off is really strange, this shouldn't happen at all. Can you post a screenshot of your room and the way it looks in AGS maybe?
#1507
Phew, man, I thought you lost all gamefiles in a harddrive-meltdown or something...

Really, the delay is fine with me as I can understand your reasoning very well... Welcome to the world of FoY... ;)

No seriously, take as much time as you need and bring it to us in the best way that you can possible deliver.
#1508
Hello and welcome to the forums, :)

I don't know about Illustrator, but if you use 16-bit in AGS, then you won't need to worry about palettes, just leave them alone -- in fact, the palettes shouldn't even show up in AGS if you have set your AGS game to 16-bit (or 32-bit), instead there should be the colour finder instead of the palette editor once you click on palette. I seriously don't know why the colors don't show up and the size of your backgrounds turns out to be distorted -- is that only in AGS or even after normal saving? If it's only in AGS, then are you sure that you changed your game to use 16-bit? Double-check! ;)

You could also try to draw your background completly in Illustrator, then select and copy it all and paste it in Microsoft Paint and save it there as 24-bit bmp. This will always work flawlessly when you import it into a 16 or even 32-bit AGS game.
#1509
Hello,

today I found out at the Dott2-forum (a project in which I participated a longer time ago), that somebody called "DOTT fan" made these FIMO figurines:





I think those are great and they make me wonder whether I could pull something like this off. I should give it a try sooner or later.

Maybe one could even try to recreate a room from the game...

Anyways, what do you guys think of this and do you know of any other such efforts?
#1510
Sorry to be such a pain -- but did you manage to find anything yet?

Another note: I tried it several times to set up an own project with AGS3D. I added the module and the plug-in and did everything that the manual told me to do. It would compile flawlessly, but then, as soon as I used this code from the manual:

Code: ags

int i = Ags3d.AddCube(0.0, -5.0, 0.0);        // adds a cube for the ground at x,y,z
  Ags3d.SetPrimScale(i, 500.0, 10.0, 500.0);    // stretches it out to cover more space
  Ags3d.SetPrimColour(i, 0, 255, 0);            // makes it green
  Ags3d.SetPrimFilter(i, Ags3d_Filter_All);     // makes it visible and collidable


It crashed with an exception. I can recreate the error message numbers if you or CJ need them. So, when I did everything and commented out those lines above, it would compile and run, but only show one color in the background, the ags standard mouse on LOOKAT mode (?) and a static image of the cursor that I told AGS3D to use with the SetEditorCursorSprite ( int slot )-function, but using wrong colors or the wrong palette. All this was in 320x240 and 16-bit color depth. I then changed to 32-bits and all of the sudden one half of the screen was completly pink and no AGS mouse was displaye (but no AGS3D mouse cursor either). And -- of course, once I added those lines from above in, it would crash again.

So, to get a project started, I actually took your demo game and got rid of all the code and replaced it with mine and it suprisingly worked!

Thus, this is not such an important issue, but to ensure newbie-friendliness with AGS3D you should take a look at this as well, if you can find the time.
#1511
Yes, it works, Psych0F0x. Very nice! ;)

As I said earlier, I will give a short review of each song, so rest assured - I will definately go through all your entries and listen to them one after the other to keep things fair.
#1512
Allright, just letting you know that there are ~30 hours left for entering! Although I really have to say that I haven't seen a tune contest with so many and so great entries in quite a while, thus motivating you guys to enter seems kinda pointless. :)
#1513
For me, the download worked after retrying.

It was a great game. I enjoyed it! I loved the funny descriptions and the atmosphere.

Really great, there's no real critic that hasn't been mentioned before, except that the help system was first very shallow in describing the solution and then when I checked the second hint, it basically told me what to do.
#1514
Thanks, that article by Nikolas is great! I didn't yet have the time to read it through all the way though. :D
#1515
Glad to hear that you got everything working! :)

To your question: you need to use the new String, not the old string (note the capitalization). BUT, actually, you can just do this:

Code: ags

Display ( "The date is: %s", return_date ( ) );


If you really want to do it the complicated way, then you'd need to:

Code: ags

String thedate="The date is ";
thedate = thedate.Append ( return_date ( ) );
Display ( thedate );
#1516
Ah, yes. In this case, I would definately advise you, Zoolander, to upgrade to 2.71. It's very unlikely that the update is going to cause you any trouble and it will allow my posted function to work. If you really want to stay with 2.7 you'd need to change several lines of code in my function, but I don't have 2.7 floating around anymore and am as well too lazy to look everything up. :P
#1517
Thanks, Guybrush. I often have problems with mixing, because my speakers aren't really sensitive enough. I'll listen to the MIDI with headphones and correct the panning! :)
#1518
The Rumpus Room / Re: The MSPaint game
Sat 15/04/2006 22:20:52
Something completely different:



Next: What happens to the pilot of the old plane except that he crashes it!
#1519
What version of AGS are you using?

With versions 2.7 or even 2.71, you should use this instead:

Code: ags

cEgo.SetAsPlayer ( );


Of course you'd need to change "cEgo" into "cWhatever_your_characters_name_is"...

Welcome to the forums.
#1520
I just played around with this. It's still really great, Steve, however I have one question:

It seems like GetCameraX/Y/Z ( )  as well as GetCameraHeading/Pitch/Band ( ) always return 0.0f! I display those values inside the room's rep_ex_always function and they all stay at absolutely zero. Is there something wrong with how I am doing this? Could you check this?

Apart from that, it's great, really. :)
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