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Messages - DoorKnobHandle

#2181
Well, there is actually a beta demo out there... But it does not use the iso visuals and includes more bugs than it does right now.

I may release another demo as soon as I implement all the major features (AI and attack code still missing...) as well as some gameplay, or I may just work on the full version... We'll see...
#2182
Wait... What are you talking about? The newest versions all siupport 16 and 32 bit colour depth as well as 256.

Go to "Palette" and then change the depth... You can also do that in the menu!
#2183
I'm warming up this thread because there has been a major update for "Troopers"...


New are the visuals (units, buildings, guis etc.), now the radar map shows you where your screen is at and it shows you if an object is friendly or not, if it is a building or a unit and if it is selected or not using red and green color code combined with different shades (so selected and friendly units are bright green, friendly units not selected are medium green and not selected buildings are dark... Same goes for enemy objects using red), also new are the smaller and nicer cursors. What you cannot see on the pictures is that I've been fixing major bugs in the game. It is starting to get bigger.

Please tell me what you think especially concerning the new visuals, so I can really make this project/game good...

Thanks!
#2184
Thank you. I already knew that side but I kinda lost the link to it.

I had to compress it alot since I have very limited web space, but I thought you can still see the image good enough...
#2185
This is done entirely in Photoshop 7.

It is my first try ever using a graphic tablet. In fact I just got it today.

How do you think it turned out and (even more important) how do you think I should continue "developing" my art?

#2186
Yeah, there would be some additional scripting required in order to achieve such a goal. After all your game could be considered a platform thing, since you don't use the standard adventure view.
But the scripting would be basic. You would probably have to change some cursor modes...

You might find it useful to add to your onmouseclick script, that if the click was within a special region (let's say it was on somewhere on the upper screen edge), then the click is considered as a "forward" motion, and the player goes to the room with the number given in a proberty of your current room.
That would make the linking a lot easier.

If this doesn't make sense to you, ask again and I'll explain myself better... ;)
#2187
It sure is.

You just import a lot of rooms and then connect them. It is a lot of work, but there's no other way, I guess.
#2188
Your background pretty much improved.

You should consider changing those red/green lines on the carpet and maybe change this "design" on the carpet as well.
Also need to show more clearly what is underneath the desk. I really can't figure it out. Looks like white space to me... (Maybe you could put a chair in his room as well!)

After fixing those issues, I would go ahead with shading...

Good work after all.

EDIT: Oh, are you still working on that carpet? Everything has an outline except the carpet. It definately needs one ;)
#2189
Oh, I was wondering about that. Thank you, Strazer. That just pointed my nose towards a major bug in "Troopers".
#2190
You could've found something regarding your problem in the ags manual.

Anyways, here we go:

Code: ags

if (random(2) == 0) // if a random number between 0 and 2 is 0
  NewRoom (6); // then go to room 6
else if (random(2) == 1) // if the random number  is 1
  NewRoom (7); // then go to room 7
else if (random(2) == 2) // if the random number  is 2
  NewRoom (8); // then go to room 8


That's about it. Ask if you have questions.

#2191
wohoo. 20 minutes for that work of shading in paint? sweet...

pretty good work as well, this one is going to be hard to decide...
#2192
hmm... ok, that's strange.

Did you use correct dialog scripting syntax (placed all "quits" correctly?) Double-check, maybe even signs like $& though I am not sure about those....

Welcome to the forums btw...
#2193
lol. I'm sorry if you're not a native speaker (I'm not one myself...) but think about what that means...

you use a special character in the dialog! ags does not support german, french, spanish etc. special characters...
#2194
Critics' Lounge / Re: first shot of my game...
Sun 13/02/2005 21:33:45
wow!  :o :o :o

That looks really really good...

The only thing you should consider is to make the player character slightly taller but maybe it already looks fine in the game, but in my resolution 1600x1200 he looks too small.

How do you create those backgrounds? What tools do you use? What techniques?
#2195
Quotei predict that you have a hell of a lot still to do...

that sure is true...

I know that the selection rectangle and the radar map unit dots are a little bit behind,
that is because they are only updated every tenth game cycle instead of every one.

If you put it to every game cycle, the game would be very slow since both features are using
raw draw. But there is going to be an option in the full version where you can actually adjust
that value (Update Rate from every 25th frame to every frame...). Users with faster CPUs can
go lower and users with older computers can go higher when adjusting this option and it is
going to be perfect for everyone...
#2196
Awesome entries so far...

Wow, ProgZmax's and Squinky's are the best so far, I'd say...
#2197
A DEMO IS RELEASED...

LINK: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=503

Please try it out and give me your opinion about the game.

Keep in mind that some of the sprites are still placeholders and that not all
features are entirely implemented yet. Read game description or readme.txt
for details.

Have fun with it!
#2198
You got one reply to your last midi and this reply expressed exactly what was to say about your music piece, that's why I didn't post...

EDIT: And it got 250 views not 50... No reason to feel unimportant...
#2199
What do you mean?

The game speed is usually 40 frames per second per default and I believe strongly that it's the same in 5 Days A Stranger....

Be more specific please...
#2200
not necessary... :) and welcome to the ags forum...
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