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Messages - DoorKnobHandle

#2061
Critics' Lounge / Re: Old Inn background
Thu 07/04/2005 19:47:57
Please try out one thing: Pixelate ( or let Photoshop pixelate ) the background gradient... That would look really, really cool, I'm sure!

Quick guide ( once again ):

- Select the layer with the background gradient on...
- Press CTRL+A to select all and then CTRL+C!
- Go to File->New!
- The document size should be automatically set to the background gradient size, since you just copied, so simply confirm by clicking "OK".
- Now press CTRL+V to paste the background gradient.
- Go to Image->Mode->Indexed Color...
- Now in the upcoming dialog box, enter the following values:
   - Palette: Local (Perceptual)
   - Colors: 10
   - Forced: None
   - Transparency: Not checked
   - Dither: Pattern
- Now it should be pixelated so press CTRL+A to select all and press CTRL+C to copy...
- Switch to your original image and make sure you still have selected that background layer...
- Press CTRL+V to overwrite the old and unpixelated background...
- Now close that old image file you've been using before...

That's it, should look pretty cool with your style and gradient!!!
#2062
Wait... I was kinda joking with that rotating function, because how are you going to rotate a - let's say - 25x25 sized sprite WITHOUT using anti-aliasing? That's not gonna work, there's just no logical way... Programs like MS Paint or Adobe Photoshop use anti-aliasing when they rotate...

Of course, rotating by degress like 45°, 90°, 135° and so on would be fine, I guess...
#2063
Critics' Lounge / Re: need idea for head
Wed 06/04/2005 19:32:40
Please use [ img ] tags instead of [ url ]...

For everyone:



Well, this looks like a sketch not a sprite, so there is not much to say about it for now!
#2064
Hmm... Not really needed in Adventure Games ( However you can always have two sprites with flipped content and change the object/character view in runtime... That will result in the same effect ).

If you include flipping in runtime, then include rotating by any given degree just like in ms paint as well!
#2065
Hello,

I need a music artist for 'Troopers'!

I know how to write music myself, but I'm primarily a rock musician and not a composer and since I really don't have the time right now to become a composer and since I want high-quality soundtracks, I'm searching here.

I'd need a soundtrack featuring several songs. They don't have to be that long... It should be either a "classical war" soundtrack (like the Battlefield soundtrack or the Sudden Strike soundtrack) or a technical new age one (like Command&Conquer Series soundtrack or the StarCraft soundtrack).

PM if you're interested and I'll send you more information as well as some example soundtracks...

Here's the most current screenshot from 'Troopers':

#2066
in photoshop you simply click on image -> mode -> indexed color and then choose palette -> local (perceptual), colors to 16 or as many as you want, forced -> none and uncheck 'transparency'. if your image features more than 16 colors and photoshop has to kill and replace colors automatically, you could also change matte -> none and (important for agi/ega look) dither -> pattern...
#2067
There is no "character creation" program. you do it all in ags!

Launch AGS and press F1. Then you'll able to find a beginners' tutorial easily, which will go through all those basic steps!
#2068
oh... 2.62 is what I mean... almost told you guys about that secret version me and cj have... ^^
#2069
If you want your object to - let's say - spin and be thrown at the same time, you don't draw it animated (spinning) and then let it move via scripting. Instead you draw both animations in one animation.
That way you can even let objects be thrown in realistic curves and not only in straight "walk to" movements...

Got me?
#2070
try that:

Code: ags

function FadeObjectIn (int object) {
trnsp = 100;
  while (trnsp > 0) {
    SetObjectTransparency (object, trnsp);
    trnsp -= 1;
    Wait (1); }
}


notice that I got rid of the >= in the while loop and that I put simply a safety command trnps = 100; at the beginning of the function.. you could also simply use if conditions to check if trnsp is between 0 and 100...
#2071
Well, how did it crash? Any error messages?

Looks allright, since it is basically the same than the first function except it goes the other way...
#2072
Argh, scotch. Might post this as well...

Draw your walkable areas as usual and use this script on room enter:

Code: ags

character[GetPlayerCharacter()].x = -30;
MoveCharacterDirect ( GetPlayerCharacter ( ), 10, character[GetPlayerCharacter()].y );


This is AGS 2.65 code and not tested / may need improvement...

What it does is, it repositions the player character to the left off-screen area and leaves the y position coordinate the same and then moves the player character to the onscreen area at x coordinate 10 and still leaving the y coordinate untouched...
#2073
you shouldn't start a new thread for this.

anyways, you have to go to the folder where you unzip and installed ags and execute the "agsedit.exe"...

have fun!
#2074
colect12, please don't post BMPs and I really don't get what you mean...

Quote
farder

:) you mean farther, right?
#2075
Looks pretty good.

Some quick color/shading suggestions however:

- Why are his hands yellow?
- Why is his nose red?
- Those brown arms look kinda strange.
- Outline his hat correctly.
- Add shading to face as well.
- Maybe change his shirts shading and use more pixels for shading there, right now it is just a "second" outline with a brighter color. Change that!

That's about it, I guess.
#2076
No, not as far as I know and I'm pretty damn sure...
#2077
Critics' Lounge / Re: A beach - painting/bg
Wed 30/03/2005 11:16:26
To get rid of the gradient, select the sea, copy it, create a new picture, paste the sea, go to "Image" and then to "Mode" and click on "Indexed Color". Then choose "Local (Perceptual)", choose a color amount (I would choose 10), make sure you use "Dither: Pattern" and click ok.
Now it should be pixelated. So copy it and paste it back in your picture (in the right layer of course).
#2078
Yes, that's possible, but you wouldn't wanna do that, because it causes your game to crash.

Example:

Code: ags

int i = 0;
while ( i <= 1 )
{
   // do something
}


This while-loop will never ever be true and so your game crashes!

Your game does not react to anything anymore in such a case so it won't help you for what you wanna do.

By the way, this is what misses in that loop to make it work:

Code: ags

int i = 0;
while ( i <= 1 )
{
   // do something
   i++;
}


This will check if 0 smaller or equals 1 ( it is, so: true ), then do something and then increase i by 1 making it 1 ( from 0 ) and then run again ( it will be true since 1 is still smaller or equal 1 ) and then do that stuff again.
Then it is done.

So far the while-loop theory...
#2079
Hints & Tips / Re: MMM4
Mon 28/03/2005 22:08:57
there is none, because the game uses rhymes in it's original language, that can't be imitated in any other language.

great game, tough!  8)

for everyone else and in case it gets ever translated, here's a walkthrough since it is really short:

Spoiler

MANIC MANSION MANIA 4

Walkthrough

- Go out of the room.
- Use Hoagie's cap with the blood in the hallway.
- Go downstairs and then left into the library.
- 'Take' the bookshelf to find the two secret buttons behind it.
- Use your red hat with the green button to paint it red.
- Push the button.

You're done. This is the quickest way to finish the game.
There are several other puzzles/room/objects, but I haven't completely figured everything out about them...
[close]

Nice and sick game!
#2080
General Discussion / Re: photosop
Mon 28/03/2005 21:14:47
There is no general "Anti-Alias Off" function in Photoshop. You have to disable it for every tool you use...

If you're using Photoshop 7.0, cou can disable it when you select your tool that currently uses anti-aliasing and then at the top of the window you should see a bar with tool options and there is a checkbox called "anti-aliasing". turn it to off!
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