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Messages - DoorKnobHandle

#1861
Same here (especially when using Photoshop 7 and when you are just about to save, which has already lead to a whole lot of aggression against my computer), I am rather sure it is a cooling problem.

When a part gets too hot, the CPU shuts the computer down for security reasons.
#1862
Thanks for the flowers. ;)

EDIT: Now I feel bad for not commenting the code out, so if you have any questions or don't quite understand what a certain line is doing, feel free to send pms or add me to icq/msn.
#1863
MY VERSION OF THE EFFECT AVAILABLE!

Here, I wrote it in 30 minutes.

Shows my version of the effect rather nicely, I think.

Notice also the Troopers screenshot as background... ;)

Try it out, HERE is the link.

NOTE: You'll need to copy&paste the link into a new window for it to work!!!
#1864
Quote from: Gilbot V7000a on Fri 05/08/2005 11:45:39
But when using raw draw, everything would be drawn onto the background, unless you won't mind objects, etc., are over the stars.

That's true. Also, RawDraw happens to be drawn behind walkbehind areas. I noticed that while working on my part-time project Troopers.

I'll also try to create a demo showing this effect. For the heck of it. ;)

EDIT: Gillbot, your demo looks great, but I was thinking of a slightly different effect!
#1865
Of course you could always use the RawDraw functions and draw a little yellow line (2 pixels wide one pixel 'height' ) as a star and have unlimited amounts of them...

That would be what I'd do.

I wrote a demo in standard c++, which does exactly that. It shows a mouse cursor and whenever you click, some stars are generated at the cursor. Looks cool and is   a great effect.
#1866
Oh, misunderstood you.

Well, the diagonal views are not really working at the moment, although they are implemented. You'd have to write your own script, there's no way to move any pivot point or baseline of a character sprite.
#1867
What you are looking for is a small particle system.
This particle system is best based on a class like this one:

Code: ags

struct s_particle
{
     float x, y;
     int color;
     int time;
};

function create ( float x, float y )
{

}
function handle ( void );
{

}

s_particle star[MAX_STARS];


As you can see every star has its own position ( x and y ), color and a time variable, that should store how long ( read how many frames ) the star has been alive. Then we create an array of stars.

Also every star has a function to be created and a function that needs to be called repeatedly, that handles this star.

You would call that handle function in rep_ex like this:

Code: ags

int i = 0;
while ( i < MAX_STARS )
{
     star[i].handle ( );
     i++;
}


This will loop through all stars and handle them ( if you have setup a MAX_STARS constand variable to some value.

Then you can create stars at mouse position like this:

Code: ags

int j = 0;
while ( j < MAX_STARS )
{
     if ( star[j].time == 0 )
     // if this star is not on the screen at the moment
     {
           // then create a new one at mouse position
           star[j].create ( (float)mouse.x, (float)mouse.y );
     }
     j++;
}


Now you just need to define those two functions and you are set up.

You will run into some other problems though, you might only check to create a new star every 40th game cycle or every 20th, otherwise they'll be created way too fast.

To display I would recommend using the DynamicSprite.GetFromFile function, because there is a limit of 20 overlays and 50 characters at the moment.

Hope this helped and remember that this code is not tested in anyway, it might as well create an evil virus on your harddrive.
#1868
Well just create your art in that perspective and set walking areas accordingly.

The perspective shouldn't change anything coding wise. For now.
#1869
Critics' Lounge / Re: shading help?
Wed 03/08/2005 19:05:41
Good sprite, teh original totally reminds me of Serj Tankian (sp?), leadsinger of System Of A Down.

Maybe I'll find a pic and link to it here in a second.

EDIT: Maybe not; Maybe I am lazy; Maybe I am busy... ;)
#1870
Hmm... I don't see a reason for this map to be BETA, it seems to be quite stabile as well as working.

Anyways, as long as they're gonna include this again any time soon, that's fine...
#1871
Critics' Lounge / Re: Hard-Rock/Metal MP3s
Sun 31/07/2005 23:40:45
I'm really sorry for triple-posting, but since I have a new song, that I'd like some critique and comments on and noone felt the need to reply yet, I was forced to do so.

Please go to http://www.soundclick.com/bands/3/jansimon_music.htm and tell me what you think of the songs ("The Inevitable Incident" is the newest one, we already talked about "Track 1" here, but if you have anything to say about any of those, feel free to do so).

Thanks.
#1872
Awesome! Good work - I just added myself.

EDIT: Why don't you change the link from the control panel at www.adventuregamestudio.co.uk at the right to go to www.adventuregamestudio.co.uk/aga/map.php ?
#1873
It seems like your link has been "edited for txt spelling" because of the german word "im" in it which was translated to "I'm"

You'll have to remove the ' in the adress to make the link work.

Good walkthrough, great game.
#1874
Could you give some more code? When does this occur?

Are you sure you don't mix up x and y?
#1875
Don't use lines as long as this... That's the only way to get around those messages I'm afraid.

What are you using such a long line for anyways? For dialogue? Divide the single lines. It's easier to read for the player as well.
#1876
Placing function there is perfectly fine. I never saw a reason to NOT put functions there to be honest.
#1877
Well, I am one of your four downloads... ;)

Although I got stuck and haven't yet completed it, because I couldn't find the time so far, I must say it's really good scripted for a beginners game. Your custom GUI works flawlessly and has an intuitive way of working.

Congratulations for winning the MAGS contest as well.

Also always nice to see the german AGS community getting things done...

Gute Arbeit. Good work.
#1878
I believe we've had this discussion a lot of times before.

Why don't you want to make an object out of it. It's almost no extra work even in Paint. Then you just place the object's baseline very high and that's it. Noone's gonna notice.
#1879
There is no tutorial.

When you want to create a cutscene you simply think of what should trigger this cutscene ( for example you want a cutscene to appear when the player first enters room 4 ) and then you think of what should happen in the cutscene ( for example the character should walk somewhere, say something and play an animation ).

You then go where you want the cutscene to be triggered ( in our example it would be the room script of room 4 and then you click on "interactions" and then on "first time player enters room" ) and simply add your actions ( the walk to command, the say command and the animate command in our example ) by using the interaction editor.
#1880
Quote from: Ishmael on Sat 30/07/2005 13:56:27
And I heard there was a patch that allowed you to get your sims walk around naked with a little trickery like this...

So what..? I wouldn't mind my children to see nudity like this. It's reality. And you are only going to make them more interested and eager to find out about sexuality when you pretend it's a big taboo to them. That has been proved a lot of times before.

In my opinion, Helm was absolutely right about this issue when he said this:

Quote
I guess being completely alienated from your parents isn't an issue deserving at least as much discussion? Knowing that right now, people are dying from thirst has absolutely no effect on the psyche of a young child either, right? How about the biggest example of all, that an american kid knows it's country is systematically bringing war to other countries for power and control? Let's instead forcus on violent videogames and tasteless nudity.
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