can ghosts use guns?
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Show posts MenuQuote from: Calin Leafshade on Thu 01/05/2014 20:53:37
4.
Use a sprite as a kind of "tint mask" to dictate the tinting/lighting of characters stood at that position which allows for gradual blending between tints.
Try starting with a blurred version of the background:
Quote from: Snarky on Sat 26/04/2014 14:24:19Good Idea! I would like to see the background too
How about this? You choose whether you want it to be an official Blitz entry, and at the end the people voting can decide whether they want to consider it a valid entry or not. Otherwise you can just post it here as a non-competing exhibit.
Quote from: Stacy Davidson on Thu 10/04/2014 21:11:02wow, this looks beautiful!
Here's a screenshot from the new 1920x1080 AGS build of Jack Houston. Pretty amazing to see AGS looking this crisp!
Quote from: Grim on Thu 13/03/2014 20:52:16Thanks for the advice, I have sped him up now
Nice animation! One advice- faster walking!;)
bool invMode = false;
function on_mouse_click (MouseButton button) {
int mX = mouse.x, mY = mouse.y;
if (button == eMouseLeft) {
if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
player.Walk (GetViewportX () + mX, GetViewportY () + mY);
else if (player.ActiveInventory != null) { // if in inventory mode
ProcessClick (mX, mY, 4); // Run "Use Inventory on" action.
invMode = false; // Turn off inventory mode
if(player.ActiveInventory == null)
{
invMode = false;
}
}
else // Hotspot, so process click as "Interact"
ProcessClick (mX, mY, 2);
}
else if (button == eMouseRight) {
if (player.ActiveInventory != null) {// If "Use Inventory on", switch it off
player.ActiveInventory = null;
invMode = false;
}
else {
if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
player.Walk(GetViewportX () + mX, GetViewportY () + mY);
else // Process click as "Look at"
ProcessClick(mX, mY, 1);
}
}
// Inventory click handling:
else if (button == eMouseLeftInv) {
if (!invMode) { // If not in "Use inventory mode"
// Set the active inventory and switch inventory mode on
player.ActiveInventory = inventory[game.inv_activated];
invMode = true;
}
else { // The player is inventory mode, run "Use inventory on" interaction
inventory[game.inv_activated].RunInteraction(4);
invMode = false;
}
}
else if (button == eMouseRightInv) // Else, look at the inventory item
inventory[game.inv_activated].RunInteraction(1);
}
//Mouse
bool invMode = false;
function on_mouse_click (MouseButton button) {
int mX = mouse.x, mY = mouse.y;
if (button == eMouseLeft) {
if (invMode) { // if in inventory mode
ProcessClick (mX, mY, 4); // Run "Use Inventory on" action.
invMode = false; // Turn off inventory mode
}
else if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
player.Walk (GetViewportX () + mX, GetViewportY () + mY);
else // Hotspot, so process click as "Interact"
ProcessClick (mX, mY, 2);
}
else if (button == eMouseRight) {
if (invMode) {// If "Use Inventory on", switch it off
player.ActiveInventory = null;
invMode = false;
}
else {
if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
player.Walk(GetViewportX () + mX, GetViewportY () + mY);
else // Process click as "Look at"
ProcessClick(mX, mY, 1);
}
}
// Inventory click handling:
else if (button == eMouseLeftInv) {
if (!invMode) { // If not in "Use inventory mode"
// Set the active inventory and switch inventory mode on
player.ActiveInventory = inventory[game.inv_activated];
invMode = true;
}
else { // The player is inventory mode, run "Use inventory on" interaction
inventory[game.inv_activated].RunInteraction(4);
invMode = false;
player.ActiveInventory = null;
}
}
else if (button == eMouseRightInv) // Else, look at the inventory item
inventory[game.inv_activated].RunInteraction(1);
}
Quote from: Stacy Davidson on Tue 11/03/2014 06:05:04
Running the game for the first time in 1920x1080 using CW's CustomRes branch was nothing short of a religious experience. I feel that if vsync can be added back in for D3D, the engine will be exactly where I need it for now. I can get around the speed limitations. I would love to see the engine receive more tweaks and bug fixes for a while, because I can see myself using 3.x for the next year or two if need be.
Quote from: Problem on Tue 11/03/2014 12:26:18Fair point... *backs away from Blender*
But of course I don't want to distract you from working on "Goat Herd and the Gods" (or even Witchy Woo II). So don't do it. Just don't.![]()
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