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Messages - Ghost

#761
When you change the colour depth of your game sprites tend to get messed up. This is because the modes actually work differently- only 32bit, for example, allows for alpha blending. As you changed your colour depth, the sprite colour depth was changed too, messing up the magic pink.

And this is why it is quite important to decide what colour depth you want before you start work on a project- changing it does force you to reimport the sprites.

Basically:
8bit is almost obsolete. It allows for 256 colours game-wide, and that is a limit few people want to put upon themselves.
16bit (high colour) is the middle ground and allows for a great range of colours. Very fine gradients will sometimes look grainy though.
32bit is "true colour" and virtually gives you every colour there is, plus the ability to use alpha transparency.

It doesn't really matter in a low-res game if you use 16 or 32bit. The first is the all-purpose, the latter the deluxe choice. The important thing is to keep in mind that you first start a project, then set screen resolution and colour depth, and then STICK to it ;)
#762
Quote from: Radiant on Sat 01/02/2014 15:57:08
Note to self, we need to commission a friendlier flag :)
+1. And, as already suggested, we could use a BETTER NAME than "Grimdark" too!
#763
Quote from: CaptainD on Sun 02/02/2014 16:39:54
When a small group of his former comrades manage to free him, Yssan embarks on a journey to discover his true identity

That would make for a cool origin of Yssanspirit Dennis! Is one of the former comrades wearing a really nice felt hat? The possibilities! (nod)
#764
Nice one sir! Nice little game all around, and quite some polish!

Also: Thanks for bringing back CHILDHOOD TERROR! (laugh)

ze elephants! ze pink pink allifuntz!
#765
Hm. So basically you don't need anything an inventory item could give you- maybe then a listbox would be better?
You can read in inventory items into a list box- basically you create a loop, iterate through the items via their index, and read in their name. Not sure if this is easy and/or comfortable though; you'd need a way to check if the item is held by the player.
But this would give you better control over populating the GUI. And a list box would then just run some code to make the interaction happen after clicking on an item...

This is guessing aloud but I remember at least one game doing it that way.
#766
You can't create buttons at runtime BUT why not just using button graphics as inventory item graphics? That way you can just create a normal inventory window. And since you can use different sprites for an item "in inventory" and "on cursor", this sounds like a feasible idea.
Would make any translation very hard, though- the buttons would have to have their item names as part of the sprite. No string formatting. But even that could be worked around with using dynamic sprites and printing the text on them.

As for "using an inventory item instantly", that is very easy to do. I usually use a custom property that is checked when an item is clicked (General Settings- override Inv. Clicks). It's very little code actually- you can just add it into the on_mouse_click function:

Code: AGS

// Left Mouse Button on Inventory Item
	// when no inventory is selected:
	// - INTERACT with target 
	// - SELECT target
	// else
	// - USE inventory on target
	else if (button == eMouseLeftInv)
	{
		InventoryItem *i = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
				
		if (i != null)
		{
			if (i.GetProperty("propInstantUse") == true)
			{
				if (player.ActiveInventory == null)
				{
					i.RunInteraction(eModeInteract);
				}
				else
				{
					i.RunInteraction(eModeUseinv);
				}
			}
			else
			{
				if (player.ActiveInventory == null)
				{
					player.ActiveInventory = i;
				}
				else
				{
					if (i.ID != player.ActiveInventory.ID)
					{
						i.RunInteraction(eModeUseinv);
					}
				}
			}
		}
	}
#767
As stated IN THE ARTICLE, the KnP stuff IS lost. It's just no longer there*. I do not have it anymore. And you are not missing out on anything. Just imagine a Windows window with a system cursor, lots of stock graphics and, whenever you click anywhere, an explosion. And maybe something else happening. And by "happening" I mean "bush disappearing", "key appearing". "Owl choking on chigarette smoke."
Really, it was humilitating.

__
* I mean it WAS a 3.5' disk. Sturdy BUT not without a shelf date.

miguel: You can't get the lanterns.  But:

Hint1
Spoiler
You need to cut the melon. You can pick up the knife in the booth, and use it there, but never take it away.
[close]
Hint2
Spoiler
You must then roast the marshmallows with matches from wastebin.
[close]
Hint3
Spoiler
Then shove the mallows into the CUT melon to build a decoy frog. Place it in the pond.
[close]
#768
General Discussion / Re: R.I.P. JewWario
Sat 01/02/2014 04:33:21
[posted wrong]
#769
General Discussion / Re: AGS: A Journey
Sat 01/02/2014 04:29:22
Quote from: Ponch on Sat 01/02/2014 03:53:16
Can anyone post in this thread? I'd love to share my tale of Barn Runner Oceanspirit Dennis. :cheesy:

+1 on that, would surely make an interesting read! Thanks for sharing, Baron. I always had a soft spot for C. Foxtrott... so many little nods to sci fi stuff, and such a large game at that! And yes- SWARM was awesmoe. Goooood daddy!
#770
Yup, updated and, for those who are wondering what the whole thing is all about, I even dug up the original "ditademo" all the way from 1993!

Careful! Ancient AGS! May totally ruin the mistertique!
http://www.mediafire.com/download/kntzvo1v7qu605b/ditademo.zip
#771
Part 2 is up. I thikn at around Part 3 we'll get to the point where there actually WILL be pictures, too. (laugh)
Thanks for the interest, everone (nod)
#772
Jesus! Christ! Super-runner-star!

Hilarious and great fun, Pablo. I lost my first few good runs because I COULD NOT STOP LAUGHING. (laugh)
#773
Part 2 will upload this night. And part 3 tomorrow night. Do you notice the PATTERN? :=

Also, I hope you enjoy the read. There's a lot of stuff related to the project and I really will tell it all, so at the end you will know the full plot as it was planned. And yeah, all those little wacky wayside tribe things too. It's fun writing it all up.
#774
Fun indeed, Stupot, well done! Now come up with yet another little game and make a trilogy! I suggest Battleships. (nod)
#775
Link to zip file gets me a 404... :cry:

__
Thanks jug!
#776
This game is one big AWWWWWWWWW! Nicely done, Marion!

One day you'll make me learn French, actually. (laugh)
#777
The Rumpus Room / Re: Happy Birthday Thread!
Mon 27/01/2014 06:53:49
Alles Gute, selmiak! Trink nichts was ich nicht auch trinken würde. Du weisst schon. Khaos oder so. :=
#778
The Rumpus Room / Re: Ponch is in trouble now
Mon 27/01/2014 06:42:12
Breaking news! Baron STOPS TO CHEAT!

"No Muttley, we can't win fairly! We are villains, ergo we have to cheat!"
(laugh)
#779
Quote from: DrewCCU on Sun 26/01/2014 06:36:27
I did my best to reflect traditional Korean instrumentation

I am not familiar with the instruments, but it does have a pleasant "easy-listening" vibe to it. I'd say it makes a good, inobstrusive (?) background. Pleasant really is the word here.
#780
Fun round, kconan! And congrats to everyone!
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