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Messages - Gilbert

#1381
It looks quite good IMO now. I may choose for removing the two pixels that make up his butt in the side view though. It's just up to you, as it's sometimes quite hard to decide how details should be interpreted, thanks to the annoying wide pixels.

Quote from: MMMorshew on Thu 13/01/2011 20:19:58
As far as I can remember there is a relatively dark red colour in the palette that was always used for skin. Why not use that?
I hated that colour very much, unless you're really drawing red people like the Indians. There were some games (I think LSL1 was one) that used it as skin, but not all (as far as I remember, at least KQ1 and KQ2 used yellow for skin).
#1382
Quote from: ProgZmax on Thu 13/01/2011 06:56:35
Don't give him yellow skin, please!

Why? There isn't much that you can do. The PC version of AGI uses the standard EGA palette, so choices are limited, unless you're more happy with gay pink := (or... use dithering with such wide pixels which just make the character look as if he gets... pox):

I know the palette on other platforms (e.g. the Amiga) may be different, but this is not my concern (the OP mainly asked for help with shapes and compositions), and the fact that I really drew it with WinAGI didn't help.

Of course, when one is just mimicking a retro style, it's not absolutely necessary to follow every detail exactly (depends on how close to the style he's after) and so he can improvise a bit and use colours that look better.
#1383
Wow amazing. I like how it manages to run on nearly everything.
#1384
Megaupload was good, until you find out that they've blocked a number of locations from accessing, which include here.
#1385
Something like this, maybe?
#1386
Fixed. :=

Right. I'm a total hater for OO-style programming as it just makes stuff more complicated most of the time (and I'm not a fanboy, or whatever you want to call :P), and so I don't use the newer versions that often. It's that the xxxToxxx() functions lie in the Maths functions section that misled me into writing that (all other functions there belong to the Maths object, which is very messy as it would just made expressions unnecessarily long.
#1387
I don't think it is possible to do this at the moment.
#1388
Quote from: Pumaman on Sat 08/01/2011 01:55:57
Assuming that it does, I'll do a proper build of this code and release it as 3.2.1 Beta 1.

BTW, as V3.2 is not "officially officially" released yet (i.e. not announced on main page and the installer-less version is not available), would you just skip it and make V3.2.1 the "real" official version? Besides the changes in the editor, there're a couple of bug fixes in the engine, so would it be better to have V3.2 released first (with the less buggy engine), or just wait for yet another version?
#1389
Also, make sure you do the appropriate xxxToxxx() conversions for the numbers or else there will be type mismatch errors. I know Calin would be able to fix this herhimself but I'll put this here as a reminder for other people who may read this thread.

Code: ags

gHotspot.Y = 174 + FloatToInt(Maths.Sqrt(100.0 - IntToFloat(gHotspot.Transparency)));

#1390
Quote from: ProgZmax on Thu 06/01/2011 03:31:41
It doesn't matter if an engine is 8-16-24 or 32 bit, being able to easily import a series of animated images in a single file IS useful.
It's doesn't really matter whether this is useful. What matter is how useful and what benefit it would offer. More features is always good, so there is no reason to be against the act of adding them, but if there are priorities on adding things because of time and resources, one would need to make a choice.
QuoteIt's much easier than importing a long series of separate files for each frame or requiring the engine to load in a single image full of tiled frames and separating them into cells.
Even if people prefer to make animated GIFs, there are programmes that will load up one such file and generate a single image full of tiled frames. Isn't that not easy enough? (As long as Sludge can auto-import tiled sprites, and as I've never used Sludge I couldn't tell.) And IMO this would be much more useful, as this would make it possible to import sprites in whatever colour depth the engine supports, not just limited to 8-bit palettised sprites.
QuoteIf you want to argue against an issue, at least focus on the reasons why people would use it (hint: it's not because GIF is 8-bit limited).
Can you tell me why then? Because I really don't know the answer. I use animated GIFs extensively and there is no reason not to use them on webpages and the like, other than resource demanding craps such as Flash or stream video when you don't really need them. But I still don't understand the logic behind this as importing a single tiled image would not be any less simple than using an animated GIF, and what you want is to have multiple frames of animations to be fetched at once anyway, not directly animating it in its original GIF form like in webpages. Yes, maybe there are some simple information that are stored in the format that may be useful, such as frame delay time (provided the importer did take note of them and use them to assign to some parameters afterwards) but IMO this is quite minor.
#1391
This is answered, but there actually is a way to do that kind of losing item... thing with a simple loop. Just do something like:
Code: ags

  int ii=0;
  while(ii<Game.InventoryItemCount){
    cleech.LoseInventory(inventory[ii]);
    ii++;
  }
#1392
Yes. There is a mac native engine in development. However, it's for a very old version (V2.71), so if you really want to make a game that runs in a mac you need to make it with that version of AGS. Also, pay attention of what features are missing and what glitches there are in that version and have this in mind when developing the game.
#1393
Actually the problem with GIF is not because it's 2D. It's mainly because it can only support up to 8-bit palettised graphics. Unless you're a palette whore like me, people would rather not undergo the troubles in making real 8-bit graphics or don't want their painted graphics to be downgraded, so instead they prefer to have their sprites to be in 16 or 32-bit colours.

As Sludge uses 32-bit colours extensively anyway. It does not seem to be that useful to have the GIF import feature.

MNG support would be more reasonable, but unfortunately stupid people just didn't care (only a handful of programmes support it) because they thought animated parts of webpages were better made with Flash or streamed video. :(
#1394
Beginners' Technical Questions / Re: Avatar
Wed 05/01/2011 03:14:54
You have to click the "Link to share this image" on the right of that page and copy the link in the "Direct" field for it.

Like this:


Also, this forum is only for technical questions related to AGS so this thread does not belong here. A more suitable place for this is the General Discussion forum.
#1395
BTW M0ds, wasn't Dune 1 an adventure game? So this thread seems to be right in its original location.
#1396
If you're using the default game template you can use F11 or F12 (I couldn't remember which one, just check it in the global script) to take a screenshot.
#1397
General Discussion / Re: Happy New Year!
Fri 31/12/2010 16:18:42
Well, 15 minutes have passed already since the arrival of the new year here, and the world has not ended yet. I hope it would be the same in 2012. :D
#1398
General Discussion / Re: Happy New Year!
Fri 31/12/2010 13:15:15
Still about 3 hours left here, but anyway, HAPPY NEW YEAR!11!!1!
#1399
Quote from: Tenacious Stu on Fri 31/12/2010 03:05:10
So what do I do now? I'm afraid this is my first competition and so am not sure what happens next? Do I need to come up with and post the next challenge?
Yes. Just make a new thread when you have come up with an idea for the next round.

Quote
P.S. Do I get to put that pen in my signature now?  ;D
It's your choice. :)
#1400
Haha When I saw the golden pen trophy I thought it was someone wearing a bikini!
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