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Messages - Gilbert

#1501
Actually I found these backgrounds a bit flat (I think some people have already pointed this out) for 1st person, but even that it would still work as they look quite nice with a style.

Personally I think they also fit in with a horizontally side-scrolling (or not scrolling, such as Out of This World and Flash Back, if you know what I mean) game.
#1502
Actually, unless you need serious edits (i.e. edits that you want to incorporate for real) from the other members, JPEG is the best choice considering the painting style of the backgrounds and it could save up a lot of space (though I agree that the compress quality could be tuned up a bit to make them less blurry, or, maybe it's the photograph process or they're saved as 320x200 and then scaled again up to 640x400). For the character, definitely don't use JPEG. Just save as PNG in its original size and use the width tag as mentioned by KhrisMUC.

Personally I'll say they don't look that much like Sierra style, but I'll say your paintings have a certain charm in them, so I pretty much like them.
#1503
General Discussion / Re: China loves me
Tue 21/09/2010 08:45:59
But hey, we're in a completely different domain, so that IP doesn't apply.
#1504
General Discussion / Re: China loves me
Mon 20/09/2010 04:26:10
I bet he'll just use his light-cycle to bombard the firewalls of the system until they break and he can then escape. ;D
#1505
As long as the characters of the language used in the game can all be stuffed into the first 256 slots of a TTF font set they can be displayed by AGS.

AGS currently doesn't support multibyte characters yet, so direct usage of CJK fonts is not possible. For Japanese, it is possible to stuff just the Hirakana or Katakana symbols in a font set if you use only these, but if you want Kanji as well it is not easy without tricks (like in this game, where the Japanese dialogues were all sprites).
#1506
I really dislike this too, as Installers are undoubtedly craps.

However, as far as I remember CJ once mentioned something like the main package had been shifted to the Installer version, with the portable version an alternate choice (just too lazy to dig this up for confirmation). This was to serve the increasing number of users with never O/Ses or something like that (well, as I never used these new O/Ses I never understood why), and so when a version has reached a certain state (somewhere during late Beta or Release Candidates) he prefers to release the thing as an Installer so people can test whether it actually works.

While I personally don't like it this way (and don't understand it either) I think CJ has enough reasons to make this decision, so let's just settle on it.
#1507
Alternately, import a black background with colour depth and size matching your game's settings into a room. Save it and rename it to _blank.crm . When you make a new room for your game this file would be used as a template.
#1508
The word "render" is not used solely for 3-D polycrap scenes. It's just because 3-D tech. used the word too often that makes people misinterpret the meaning.

I've seen many people who would paint a picture in grayscale first and then add colour to it by adding a colourise or additive (or whatever it's provided/called by the software) layer on top of it.
#1509
37. NOTH has voice too. It may not be considered completely fully voiced though as there were only a few lines that were missing the recording.
#1510
This is the closest we can get at the moment, but it is possibly outdated. You may use it as a starting point and mess around with winsetup.exe to test out the other new options though.
#1511
That's because it's not officially officially released, as we don't have the RAR non-installer version yet.
#1512
I'm not quite sure, but it may be possible that the character does not reach the exact specified coordinates when he stops. You may try to check the character's Moving property instead.
#1513
Yeah. I got a CRC error in the RAR file too. Tested with 7zip. Not tested WinRAR yet (sometimes there're RAR files that can only be extracted by WinRAR, crap :P). Possibly the file got corrupted during the upload.
#1514
Even with the smiley, why are you bashing other browsers tastelessly?

So far not a single person has commented on this and has promoted another browser and they shouldn't have to since this is off-topic. The OP just wants to know how to get stuff to work in FireFox. As long as someone can help him solve the problem that's okay already. If someone just tells him to use another browser it is out of the point and inappropriate. But if someone else bashes other people for potentially doing this (when no one has really done that) and remarks that FF is the ultimate browser that's just going too far. :P
#1515
If the games were lucky enough to be compiled with a version of AGS where DOS was still supported (i.e. AGS V2.62 or earlier), you can actually play them with the DOS engine.

Rough instruction is here (yeah, it's with running DOS games under Windows, but the other way round is the same; just use acdos.exe instead).
#1516
The Rumpus Room / Re: Happy Birthday Thread!
Sun 05/09/2010 11:26:34
Quote from: Bulbapuck on Sat 04/09/2010 12:43:02
Happy birthday to Gilbet and Crimson Wizard :)

Hehe Thanks!
#1517
Quote from: xerca on Sat 04/09/2010 22:24:56
I really wonder why everyone always call you CJ?

Awwww. Well...
Click his profile and see his log-in handle (not his nick) and...
Spoiler
CJ is the initial to his real name. You SHOULD have known this as you'll see it many times in the programme itself.
[close]
:P
#1518
Alternately, as DynamicSprite.SaveToFile() (as well as SaveScreenShot() ) saves stuff to image files in the game's own colour depth (note: if the game is not 8-bit already, there is no point in exporting resource in 8-bit colour resolution anyway), you may just write a few lines of codes that create DynamicSprite copies of the sprites and the background frames and save them as files. All you need is to run the game.
#1519
Change the "colour" to something other than 0. When you paint with colour 0 you're actually erasing the area. I know... that warning is very annoying, especially to people who are already experienced in the editor (I'm not sure whether the warning could be turned off as I'm too lazy to check).
#1520
Critics' Lounge / Re: The Hero remake
Mon 30/08/2010 08:00:20
Quote from: gameboy on Mon 30/08/2010 07:36:20
neck longer.

Yes. Other than that his body seems too long to me. Personally I love this clean style more than Sierra's own attempt in the claymation "muddy"characters though.
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