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Messages - Gilbert

#1361
Congratulations to zyndikate for becoming a Grand Slam Winner! :D
#1362
I haven't really read the codes, but if you're going to gradually change the palette to a particular colour, should you be doing thing like this?

palette[ i].r = (backuppal[ i].r*(63-p) + R*p)/63;

(not tested, repeat for g and b channels)
#1363
I think it's for historical reasons that the player keyword isn't referenced that much in the manual, mainly because it previously didn't correctly reflect the current player character. It always pointed to the starting character, even after the player character has been changed with-in the game, so the player keyword was a bit useless. Only until quite recent versions (V2.7), that this behaviour was fixed and the keyword is thus much more useful than ever.
#1364
That's possibly the exact reason that he got excited.
#1365
You can use the player.PreviousRoom to check the player's last visited room.
#1366
Also, you can place the plants higher in the tubes to make it more apparent to the viewers that they're floating. They currently almost touch the bottom of the tubes and don't look as much as if they're floating.
#1367
The Rumpus Room / Re: Cheesy subtitle for AGS
Wed 26/01/2011 01:58:51
The post above it, obviously and seriously. :P
#1368
The Rumpus Room / Re: Cheesy subtitle for AGS
Tue 25/01/2011 09:29:29
We need a parental lock function to the programme to lock kids away from accessing certain aspect of it. :=
#1369
1.
QuoteTotal = (Total + 50);
This is not important, but you don't actually need the parentheses here. It is not a function. You only need them when you have to clearly specify the order of the arithmetic operations. So:
Total = Total + 50;
(or even lazier: Total += 50;)
2.
QuoteIs there a way to Display $50 rather than just 50?
Yes:
Display("Total: $%d", Total);
3.
QuoteI just need help with the <>= .. any help would be appreciated.
I never have time to really read this thread, but did you mean the comparison operators ==, <>, >, <, >= and <= here?
You just use them when you are doing comparisons, like:
Code: ags

if (var > 100) {
  blah bla
} else {
  blah bla bla
}

#1370
Unlike Scumm, AGS was not designed to have characters and objects dynamically pieced together from different components(it's not impossible, just not simple), so the most straight-forward and easiest way is to make frames of the already composed graphics and use them in the animation, and idle views are just perfect for what you describe.

If you still insistwant to do it the hard way, you may have a look at Character.FollowCharacter()(even more useful if you want the character to move while different parts would animate independently).
#1371
I haven't tried but I doubt whether this is the problem. As the screen will be refreshed to show changes whenever a Wait() is used this should work.
#1372
What colour depth is your game at?
#1373
It seems that your screenshot file was messed up to be scaled to some odd resolution (possibly by the programme that saved the file), since the centre "game area" is not a valid resolution that AGS would use.

I've done some testing, and when I enlarge the image to 1280x960 it seems that the "game area" will be scaled to around 640x480, so the resolution of your laptop's display panel is possibly 1280x960.

Again, try to toy around with the filter settings (and experiment with the full screen and graphics driver settings as well), as your game is 320x240 selecting 4x Nearest Neighbour should just make the graphics fill the whole screen (and select 2x for a 640x480 game).
#1374
In addition, if you want some variables to be shared only among a certain number of rooms you can import these variables in these rooms' scripts, instead of the header. This keeps things organised and would purposely make other rooms not able to access these variables. This of course, is not important to most users and they probably find it easier to use the dialog boxes.
#1375
It may not be that hard to make that sprite reflect the most recent look of the GUI though. Just use DynamicSprite.CreateFromScreenShot() to snap the screen just before disabling the GUI and then crop it to have just the region of the GUI left.
#1376
Yeah, you need to do tricks such as what Squinky has suggested. GUIs are always drawn on top of objects, characters and the background so there is no way to do this using the real GUI.
#1377
What silly beta thing? If you're referring to the one in the first post of this thread it is the beta version of the ENGINE. Read the post to check how to run games with it (as it's only V2.71 many newer games won't work).
#1378
BTW, have you tried updating DirectX9 first?

One problem is that DX10(or 11) is actually not compatible with older DirectX versions, so instead Vista and 7 are shipped with both DX10/11 and DX9 at the same time, so that programmes not supporting 10/11 would use 9 instead. But for some reasons, it seems that under default setting DX9 wouldn't be updated automatically under Vista/7 and so you should try manually updating DX9 first.
#1379
The engine alone is not useless. It lets you play games and you don't need the editor for that.

I think there just isn't any MAC version of the editor atm.
#1380
No. I opted not to use it, and I don't even know if it can have separate proxy settings for separate downloads and if not, it is even more useless.
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