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Messages - G

#21
If your asking for games with hi-res graphics, without 3D o cartoony style, there you have Broken Sword and Broken Sword 2, which use a 640x480 res graphics, I think. And the amateur game Broken Sword 2.5 also has hi-res graphics without 3D technology or cartoony style.
#22
And...

What is it about?
From where can it be dowloaded?
Is it for free?
How does it looks like?

To sum up: What is Pimpin On Parakuss?
#23
Congratulations for that Ivy!
#24
Cool!

And knowing that funkmast will make the music it's good news! I'm looking forward for this.
#25
Quote from: ShonenAiGuy on Fri 19/09/2008 23:45:05
I hate it when I have a mental image and can't project... argh.


I know what that means. Just let me ask you something.

Do you actually draw some sketch?
I mean, one in paper with pencils. If you don't, when you have a "mental image" you must start "projecting" it on paper, draw general thing first, anf filling everything later with details and repeating drawings until you get to sketch that is the closest to you "mental image". If you don't make any hand-drawn sketches, please make so even before turning on your PC.

In the other hand... if you do, try making more detailed sketches.

Cheers.
#26
Well! I've played this and must say it's great!

Runs smooth as silk for me and just love the artistic style. I loved the dialogs too and the text bubles, I don't know why.

The only thing I must say is that I can't identify Nelly... It's hard, maybe this "radically diferent" outfit makes it harder to identify Nelly. Try giving her an outfit that follows the same color scheme the that of Nelly Cootalot I.

Good Luck! Keep on with this.

Cheers!

PS: Oh and I like the quality of the voices, though I expected just a little bit higher pitch from Nelly's voice too.
#27
AGS has enough potential to make a game like Simon the Sorcerer. The problem is, as Sektor 13 said, the shaded fonts.

The question is that, starting to use AGS for such a "deep" project is not just a bit risky... it's suicidal (for the project I mean, not for the developer).

It's a nice idea to start making a simple game, maybe with three or four rooms, three or four characters and a simple GUI, to get an idea. Once this is achieved, you can start to experiment with larger projects.

Take it slowly. And good luck
#28
This last days have been 5 Days a Scourge!
#29
Another option is that it could display the statistics of the currently open game. This needs not much space, so ther could be place for news abput games or info about AGS version changes.

I find quite useful to know how far I am from the resource limits.
#30
Awesome! Thank you! I'm going to try this right now

Edit: Double Awesome! You've made something... I don't find words as I'm Spanish and english is not my main language. But I'ts really great!

Congratulations!
#31
I keep having an error that pops radomly while instaling the game!  :'(

Ooowwhh!
#32
Oh my God! The last screenshot looks just like Zangarmarsh!

I like it
#33
In fact my second adventure game, which is still in production, features a secret item that is "Nothing" which I used to test alpha channels on the GUI.
#34
I just went into the bar, took the hook, and used the rope on the hook, without moving from the room.
#35
At last!
Downloading now! Weeeeeee!

Edit:

I've found some bugs:
·The game crashes when using the rope on the hook
·When using the fuse with Alluminium Mallard at the room of the bar entrance, Roger says that his keys are not working, despite having his keys recharged with the new battery.
#36
Wooohooo! You made it public! Congratulations!

I see you followed my advide and got a new font with extra glyphs. Quite cool!
#37
Sorry guys... but I got completely lost. I'm afraid my skills at scripting are not very sharp.

Anyway, I meant to say that implementing some kind of saturation control should be useful to give more depth to the use of color as a graphic resource while making a game.
#38
I have a answers for you.

The human eye loses the ability to notice rude changes in a form (related to size, shape, color or position) with 25 frames per second. This means that, just in theory, every animation, regardless of its lenght of complexity must have 25 frames for each second it lasts. This is a pain in the ass when you're an amateur game developer, I know, but I have some good news.

The human brain can obviate some things. If you're looking an animation made with real photography, it will look strange if it has less than 25 or 24 fps, but if you're looking at an animation made with drawings, the brain loses the quality to notice the lack of frames. This and the ability of our brain to complete visual information makes it possible to make an animation of 12 frames per second something aceptable. In fact, traditional animation is made just with 12 fps, maybe some movies are made with 24 fps, but usually it's just 12 fps.

So, does any animation should have 12 frames per second it lasts? Again, yes in theory.
If we're talking of a videogame with high-res (640x640 or higher) Yes, as the sprites are bigger and movement is more recognizable. But in a low-res game (our beloved retro-traditional 320x240) you can use less frames per second. How many less frames? It depends on your skills, your patience, and of course the animation itself.

One hint. The human brain starts to recognize a correct walkcycle at 7 frames per second. Less frames makes it look weird.

End of the animation class, boys and girls. Now go home and remember to do your homework.
#39
Let's say that I've tried several times to get a saturation transition, from a full-colored scene (not a character, object, the whole screen) to a greyscale look and resulted impossible.

If AGS works color with the HSV color system then there should be a simple way to control the saturation level of the sprites (from the original aspect to a greyscale look with all the 254 steps between, or maybe from 0% to 100% saturation), as far as I know about color theory. Maybe this could be added in the TintScreen function ar as another function (ScreenSaturation, or something else)
#40
Quote from: GarageGothic on Thu 01/05/2008 10:23:45
You mean for region tinting, right? Because if you set the R, G and B in Character.Tint to the same value, you WILL get grayscale characters already (at saturation 100, saturation works a bit differently in AGS than you're used to from e.g. Photoshop). It's a pain that Regions don't support both luminance and color tint, but it should be quite easy to write some code in repeatedly_execute_always which tints every character in the current room to their current region's luminance (only up to 100%) AND to grayscale.

Code: ags
  int index;
  while (index < Game.CharacterCount) {
    if (character[index].Room == player.Room) {
      Region *charregion = Region.GetAtRoomXY(character[index].x,  character[index].y);
      int lightlevel = charregion.LightLevel + 100;
      if (lightlevel > 100) lightlevel = 100; //because character.Tint doesn't support +100 values
      character[index].Tint(255, 255, 255, 100, lightlevel);
      }
    index++;
    }


No, I'm afraid don't mean region tinting.
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