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Messages - GarageGothic

#2541
This reminds me of something I was wondering about. Does AGS use a linear fade or some kind of sine curve (fading quicker at the far end of the fade)? I wrote my own script using a full screen black gui to make fades non-blocking and  more controllable, but it feels slightly different than AGS' own fade function. Is it just my imagination?
#2542
You're not forcing the player.View to 1 somewhere else in the code and have just forgotten about it?
#2543
Too bad that not many 320x200 games are developed in 32 bit. Would it be enough to compile the game in 32 bit mode to make the filters work, or would the art have to be re-imported with the palette set to 32 bit?
#2544
I'm curious what kind of framerates are people getting when using the Hq filters? Because from my own experiments I don't see any way to use them for games beyond 320x200 resolution? Running my 640x480x32 game with the Hq2x filter in the 1280x960 windowed mode (can't run full screen due to laptop resolution issues), I get framerates of 12-13 fps even in rooms with nothing else going on, no animation, no rawdrawing, nada. This is on a 1.6GHz centrino laptop with 1024MB RAM and a 128MB ATI Radeon 9700 video card.

Edit: I also wanted to ask CJ - regarding the dialog problem, if you've edited your game on beta 4, will it still be broken when you upgrade to 4a? In other words, should I revert to my beta3 code when I start working with beta 4a? (and please, don't tell me I shouldn't really use betas for developing - the new features are worth the risk)
#2545
I never really considered turning Shadowplay into a talkie. But as I do use LucasArts speech for large character portraits (to emulate the GK1 style), I would certainly be interested in this feature if I decided to add audio.
#2546
If only the generic AGS setup dialog could be customized, you could just remove options that you don't want to be available. I tried doing this using ResHacker - and it worked great until I tried starting the game and found out that AGS considered the .exe file corrupted :(

I for one would like to be able to remove the 320x240 option, since any text in my game will be displayed at double the size. Sure, I can detect the resolution in script, put in a "This isn't the resolution the game was made for" message, and prevent the game from starting. But the user would probably think "then why did you even give me the option, jackass?"

Edit: Actually it would be way easier just to write an external setup program, since all it does is write to the cfg file. However, the player could still run "gamename.exe --setup". So perhaps it would be nice with an option to include or not include the setup menu in the compiled exe? (um, of course then, the  player could edit the cfg in notepad... but maybe a great big "don't fuck with the settings" message on startup would be at place then ;D).
#2547
QuoteViewFrame.Graphic property is now writable, which allows you to change view graphics at run-time.

Woohoo, awesome. Good thing I didn't get to the object graphics part of my script module yet - characters are SO much better for my purpose. Thanks, CJ!
#2548
This is a very nice background - the colors and in part the composition remind me of Edward Hopper's Nighthawks. Although other people commented on the light post, I think nobody mentioned that they look way too similar. Only the size is different. It does seem like it's the same piece of art that was just rescaled. Try changing the angle of one of them a bit. Other than that, great work.
#2549
Could you please explain what you want to do? Hotspots don't animate - they can however trigger animation in a character or an object. If you need to change a part of the screen when it's clicked on (to open a door etc.) you'll be better off using an object.
#2550
Not sure if this is the cause, but it looks like you're using the auto-outlining function. Try turning that off.
#2551
Thanks for the explanation scotch - now my head hurts :) I see that I must really learn more about object oriented programming to understand the full scope of thse functions. I'm using large amounts of structs, but most of the time I'm relying on trial-and-compile-error to show me the way.
#2552
Thanks Gilbot, that's exactly what I needed (strange how I overlooked that when searching for "optional parameters" in the help).
#2553
This is slightly off topic, but since this thread reminded me of it, it's as good as time as any to ask:

Could someone please direct me to any tutorials covering the static void thing? It's totally undocumented (a search of AGS help comes up with zero results for the word "void"), but I've seen it in other people's scripts and don't have a clue what it does.

Also, how do you tag a parameter to be optional? Whenever I write a function, it seems to expect the exact number of parameters that are specified in the function MyFunction(int param, string param) line.

Thanks.
#2554
Quote from: m0ds on Tue 14/02/2006 21:38:34The fan project below doesn't use ANY ripped material

And apparently that turned out to be very time consuming ;)

Edit: Seriously, though - if you're making the game to practice your game-making (not necessarily your drawing) skills, by all means use ripped graphics, despite what people around here tell you. It would raise the chances of the game actually getting done considerably. And since you're making a fan game, it's pretty useless to waste time on re-creating perfectly good sprites just for the sake of a false sense of originality. If you did, it should be for practice only - and you might as well get THAT practice by creating sprites for another project, which is entirely yours.
#2555
Quote from: ildu on Tue 14/02/2006 20:09:37
1. Play game.
2. Take screenshot.
3. Pick sprite from screenshot.

Or get the Costume Ripper program, which will save you bundles of time:
http://www.fangames.co.uk/V6/resources/index.php?resource=8

:)
#2556
Very nice Easter egg, er, Valentine's egg
#2557
Quote from: scotch on Tue 14/02/2006 06:26:17I didn't prepare anything... but here's a bg from The Chronicles of Oswyn Rodgerick Throckmorton

That's awesome scotch - reminds me a lot of the style in the old Core Design adventures - Curse of Enchantia and Universe
#2558
General Discussion / Re: Resale shop
Mon 13/02/2006 20:24:50
Quote from: taffytom on Mon 13/02/2006 20:11:27EDIT: Btw: I also got NovaLogic: Wolfpack but its for mac (which i didnt notice) and I dont have mac. But its mainly for Nastalgia (sp?)

I own several mac versions of games, despite never having owned a mac, or even played games on one. Since I mainly buy old games for the boxes, manuals and extras, I rarely even expect the floppy discs to work, when I buy pc games, so if I find a mac copy cheaply, I grab that. I got Indiana Jones and the Last Crusade mac version for less than a dollar at a flea market, with all the grail diary and copy protection stuff included. And for about the same price Full Throttle mac version just for the box (fortunately I already owned the original pc cd-rom with jewel case and manual in an oem version). If my computer could only read the mac cd-rom I might even be able to play in in ScummVM.
#2559
Sorry about that, yeah I just had to replace all my GetGameParameter functions, so I didn't even consider that not everyone around here is a beta whore. You will need to change it if you update to the next version when it's released though.

Edit: Also, and I'm not entirely sure of this. But character numbering starts at zero, so could it be that it has to be GetGameParameter(GP_NUMCHARACTERS, 0, 0, 0) - 1? It doesn't sound like that's the problem in this case though.
#2560
Do you actually have 299 characters? Otherwise, you could insert Game.CharacterCount instead of 299. Not sure if this is related to the problem.
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