Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DoorKnobHandle

#481
I use mostly VSTs, some stuff is home-recorded as well, like the vocoder vocals in that reggae tune!
#482
Google VSync! :)

It's a very common setting that tells your GPU to only render a maximum of 60 or 120 frames per second because that's the rate at which your monitor updates. This cancels out stripe artifacts on the screen when you move the player around in 2d platformer games for example but it also limits your fps. You want to disable it (from your GPU control panel) to reach higher framerates!
#483


If that isn't there, you're probably using an outdated Photoshop version in which case I can't help you because I updated a LONG time ago! :)
#484
Size 1, Mode Pencil (this one is important), Opacity and Flow 100%. This works on any new Photoshop, tested in CS4 and CS5.
#485
FRAPS is your best bet, but will only work with the Direct 3D 9 graphics driver. You can try a free trial version of the software. Do not upload the result avi files directly to youtube or any other video sharing platform, they need to be compressed before. The usual workflow is to import the raw uncompressed avi files that FRAPS creates into a video editing program, edit your footage and then render out a compressed video file. That you can upload to youtube, vimeo etc.
#486
Sure. It's me playing around with an Orchestra VST, so it's kinda pseudo-classical: http://tindeck.com/listen/ppuf
This one is a modern reggae hip-hop electro inspired tune: http://tindeck.com/listen/miam
And this one is a metal/hard rock cover of the surf rock classic Walk Don't Run: http://tindeck.com/listen/ugya

They're all quite different in sound and genre, so please make so to listen to each one!

All tracks written (except Walk Don't Run), recorded and mixed by myself of course! :)
#487
Why do you need a third guy to help with mixing songs?

Either way, I'm well equipped for taking your different tracks and mixing them together and would like to do so for you guys! I've studied musicology which includes one year of university level education on song mixing if that matters! :)
#488
I don't think Yahtzee minds the single-step problems, it's more the nature of the thing that he doesn't like I'm sure. Use inv item on hotspot would be a more technical and more correct description, but his audience isn't just game makers any more. There's a lot cooler puzzle designs that aren't just USE X ON Y.
#489
General Discussion / Re: HTML/CSS Question
Thu 05/07/2012 13:36:10
Haha yeah, I can see why you'd do that! :)

Thanks again, this works very nicely!
#490
General Discussion / Re: HTML/CSS Question
Thu 05/07/2012 13:18:49
That is weird, I am running Firefox as well and your (old) page is centered but it is also smaller than 1080px horizontally, if I understand you correctly. Mine was larger than 1080px and was not centered anymore.

This new approach, however, works fine in Firefox. Thanks so much! In Internet Explorer 9, however, the blind table isn't centered but instead all the way left... I have zero experience in making websites browser-compatible, any idea what could be causing this to happen?

EDIT: Found a solution, centering a DIV in IE needs special treatment... margin:auto doesn't work in IE, so the body needed a text-align:center
#491
General Discussion / Re: HTML/CSS Question
Thu 05/07/2012 01:52:31
Khris hit the nail on the head! Thanks a ton for your effort, too!

This is absolutely perfect except that, while the horizontal scrollbar is indeed hidden, I can still use the middle mouse button to move around the full 2048px width of the two bumpers plus the 1024px content area! The browser also still starts "on the left", not centered (ie. I still start out seeing all 512 horizontal pixels of the left bumper and only a bit of the right bumper).

Does that make sense? Can this be resolved somehow as well?

This is what I have so far:

HTML
Code: "AGS"

<html>

<head>

<title>This is the title!</title>

<meta http-equiv="Content-Language" content="EN-US">
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">

<link rel="stylesheet" type="text/css" href="style.css" />
<link href="http://fonts.googleapis.com/css?family=PT+Sans+Caption" rel="stylesheet" type="text/css" />

</head>

<body>

<div id="main">

	<div id="left_bumper" class="bumper"></div>
	<div id="right_bumper" class="bumper"></div>

	<div id="header">
		<img src="images/logo.png">
	</div>

	<div id="navbar">
		<img src="images/navbar.png">
	</div>

	<div id="content">
		Content
	</div>

	<div id="footer">
	    Footer
	</div>

</div>

</body>

</html>



CSS
Code: "AGS"

body
{
	background-image: url("images/background_small.png");
	margin: 0;
	padding: 0;
	font-family: "PT Sans Caption";
	font-size: 12pt;
	color: #fff;
	overflow-x: hidden;
}
     
#main
{
	margin: auto;
	text-align: center;
	width: 1024px;
	position: relative;
}
     
.bumper
{
	position: absolute;
	overflow: hidden;
}
     
#left_bumper
{
	background-image: url("images/left_bumper.png");
	left: -512px;
	width: 512px;
	height: 1024px;
}
     
#right_bumper
{
	background-image: url("images/right_bumper.png");
	right: -512px;
	width: 512px;
	height: 1024px;
}
     
#header, #navbar, #footer
{
	text-align: center;
	padding: 0px;
	margin: 0px;
}
     
#content
{
	background-color: #111;
	min-height: 300px;
}

#footer
{
	background-color: #222;
	font-size: 8pt;
}
#492
General Discussion / Re: HTML/CSS Question
Wed 04/07/2012 23:25:31
Okay I went for the div approach now.

So I have a div enclosing everything in my HTML body using the style
Code: AGS
width:2048; height:1024; background-image:url("images/bumper.png");
and in that, I have my blind table which is now just a single column with 4 cells, header at the top, navbar underneath, then the content area and finally the footer.

bumper.png is a new image, since my blind table is 1024px and each bumper is 512px wide, this one has a width of 2048px. In the left 512 horizontal pixels, it has the left bumper, then 1024 transparent pixels to be overwritten by the blind table, and the last 512px are the right bumper.

My blind table uses the style
Code: AGS
margin:auto; padding:0; border-spacing:0;


This works in the sense that I have the background image for the HTML body set to the tiled starfield, then I get the bumpers (from the div's background image) drawn and blended over that nicely using an alpha channel, and in the middle I have my table centered.

The problem is the div itself isn't centered. I tried with the HTML center tag as well as with adding a
Code: AGS
margin:auto;
style, but this only, apparently, centers the contents of the div. The problem is that, when I view this site with the aforementioned dimensions in 1920x1080 screen resolution, I get a scrollbar at the bottom which is all the way left. Accordingly, I see ALL 512 horizontal pixels of the left bumper, then the table, which is offset a bit to the right and not centered 100% and then a little bit of the right bumper! I still need to have the left and right bumpers cut off so that I always have my table in the center, even when resizing the window.

Is that doable? Thanks again for your continued help, this is a lot better already!

#493
General Discussion / Re: HTML/CSS Question
Wed 04/07/2012 20:55:24
First of all, thanks a ton, you're a life-saver!! :)

I like all of this EXCEPT that this means we have to bake the bumpers into the background image. See, the plan is to have a small tileable spacefield graphic as the background and then the bumper graphics are spaceships that blend over that spacefield background.

Is there any way to modify your approach to work like that?
#494
General Discussion / HTML/CSS Question
Wed 04/07/2012 20:18:59
Hey there!

I'm working on a website for a project and I have a little problem with the layout. What we want is a blind table layout like this:

|----|--------|----|
|    | HEADER |    |
|    |--------|    |
|    | NAVBAR |    |
|    |--------|    |
|    |        |    |
|    |        |    |
|    |        |    |
|    | CONTENT|    |
|    |        |    |
|    |        |    |
|    |        |    |
|    |--------|    |
|    | FOOTER |    |
|----|--------|----|


The left and right columns are what we call bumpers. There's cool pre-rendered art in there as this is for an upcoming game! I have this laid out easily as a blind table in HTML where the left and right bumpers use the rowspan property and all the middle table cells have a width and max_width of 1024px.

My first question is: how can I ensure this collapses properly in lower resolutions. The middle column is 1024px wide and should ALWAYS stay at that size and centered in the middle. When you shrink the browser window or view the page in lower res, the bumpers should simply shrink.

My second question is: at 1920x1080 screen resolution, for example, the bumper art is still a bit wider than the space it's got. When looking at the page in 1280x720, for example, the bumper art for those left and right columns is much to wide of course. Is there a way to have the tables cut off the bumper art FROM the right direction? That is, the INSIDES of the bumpers (right edge for left bumper and vice verse) should always stay at the edge of the table cell, the OTHER side should get cut off. I've tried overflow:hidden tags and a couple other things and nothing really works properly, overflow:hidden doesn't do anything in my case for example.

I'm stumped on how to set this up properly, and would greatly appreciated any help from you web-designers! If you need more info or anything, please let me know!
#495
General Discussion / Re: Slender Man
Wed 04/07/2012 19:54:46
Well, there's a really strong story underneath Amnesia: The Dark Descent. That and the puzzles keep it going, just like any other normal point-and-click adventure game, in my opinion.
#496
General Discussion / Re: Slender Man
Wed 04/07/2012 12:47:51
Doesn't look bad, this is the kind of horror that I really like. I'd be interested to know what exactly they do differently to Amnesia: The Dark Descent. Because if it's the same thing except for the writing and voice acting, then I wouldn't be too interested after all.
#497
I'm not quite sure what you're talking about in the last paragraph about restricted areas within the outer boundary.

Three ways:

(1) You make that boat or whatever a character, just don't allow any kind of interaction with it.
(2) You use an invisible character, move that character (using walkable areas) and just set the struct position equal to that of the invisible character.
(3) You write your own pathfinding algorithm.
#498
No problem, at it wasn't boring, as I said, overall I liked it because of the style and writing!

I did try talking, one time it didn't work and I just got hit and then two more time I got into huge dialog trees (which were interesting) but would always end up in me losing the turn so I figured I would stop trying pretty much! Very nice idea with the talking instead of fighting though! I did beat a couple of enemies without talking so I never got that point - so, yes, you could probably turn up the difficulty even more and then people will, sooner or later, realize there really is no other way instead of talking which is kinda awesome!
#499
I gave this a try, overall I liked it because it is unique and has a lot of style (art, writing etc.) - I didn't finish or play it for more than a couple minutes because the gameplay seemed to lack depth. It felt like I was 'playing' a glorified random number generator (you get a number, I get one, the highest number wins). When I'm on 1 energy (or whatever it's called) and my opponent sits on 0, for example, I can either shoot or charge up (assuming he/she assumes I will be shooting and blocks). There's no right or wrong decision here, it's purely random. This is reminiscent of rock, paper, scissors, which is a good way to break a tie or make a decision, but not a very good game unless played against people you know very well and can make reasonable conclusions as to what they'll choose likely. I wasn't quite sure if you guys had implemented characteristics for the opponents (one likes to attack a lot, somebody else likes blocking etc.), it felt like that for a bit but ended up being so inconsistent that I just couldn't rely on it and it's, at that point, all back to being luck. This is a pretty big issue with the underlying game mechanic and it preventing me from enjoying this release for more than a couple fights!
#500
It's not so much about how much you stuff into rep_ex_always, it's more about what. :)

Great podcast, as always!
SMF spam blocked by CleanTalk