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Messages - Gilbert

#1681
This is what I got:

(Isn't it obvious where I stole the image? :=)
#1682
Hmmm. Are you sure that the sprites are of 16/32 bit? 8-bit sprites won't work.
I've tried this with a 32-bit sprite but unfortunately it didn't change it to all white. Instead it appeared as grey scale.

Edit: To change the intensity of the sprite you may need to use the light level area settings. Unfortunately it seems that you cannot apply this on separate entities (characters, objects, etc.).
#1683
If you need help from people making your game post in the appropriate thread.

This forum is for authorised activities only.
#1684
Quote from: Pumaman on Sun 09/05/2010 12:42:13
but this doens't happen with a tablet.

As far as I remember, someone mentioned that tablet drivers usually use the full desktop resolution regardless of what fullscreen resolution an app. is using, so running the game windowed or if possible, set the desktop resolution to match the game's one may help (not tested).

Edit: Oh, that someone was me.  :-[
#1685
I'm using Opera 10.51 for a while now and do not experience these problems.

Maybe it's some of the settings?
#1686
Use the unhandled_event() function, check here.

(GG beated me to this, but anyway.)
#1687
Dual, that won't work. The while loop just contributes nothing to the game's elapsed time. It's still in that single frame of display.

1. The overlay pointer has to be declared outside of any function, otherwise it would be destroyed once the function finished executing.
Code: ags

Overlay* myOverlay;


2. At where you want stuff to happen:
Code: ags

if (something) {
  MyOverlay = Overlay.CreateTextual(50,80,120, Game.SpeechFont, 15,"This is a text overlay");
  SetTimer (1, 40);
}


3. Then in repeatedly_execute[_always]():
Code: ags

  if (IsTimerExpired(1)) myOverlay.Remove();

#1688
Critics' Lounge / Re: Hard to read text?
Thu 06/05/2010 09:19:39
It's really very hard to read.

1. Font.
2. The red colour. It actually makes my eyes painful and I wouldn't even dare to stare at the text to read what they're about.
3. JPEG artefacts just make it even worse by some large order of magnitude. For some reasons JPEG artefacts are most noticeably destroying the clarity of images in areas of red colour (maybe it's just my own perception but that's always what I feel about it). Either use a less aggressive compression ratio, or use lossless formats such as png or gif (in fact, black text on single colour background should compress VERY well with lossless formats, in many cases may even yield smaller files than using JPEG).
#1689
Hmmm. Did you type in that room_load() function yourself, or have you set it via the "events" panel of the room? You should link the function correctly to the event in that panel.
#1690
Quote from: Radiant on Mon 03/05/2010 23:08:55
Perhaps it's a Street Fighter in-joke (you know, because it's a pic of a street  ;D) and he meant to throw a shoryuken?

Actually even I myself don't quite remember why I made that joke now, but I think I was just copying Grund's own 3-D "screenshot" of the game (i.e. it was displaying the same thing), as it was originated from here (too bad the images are gone for obvious reasons).
#1691
Quote from: Monsieur OUXX on Fri 30/04/2010 09:43:05
I've seen that font somewhere ;-)

It's actually the NAGI font. Seems that pixel fonts look very similar. ;D

I made that simple bg in AGI and painted a single cel of the character, so it was indeed an AGI screenshot. It was made for an April Fool's prank several years ago.

To stay on topic, apart from making demakes of KQ5, seeing that games like MI and MI2 were being remade there may still be some reason to remake KQ5 (afterall it was one of the earliest SCI games in 256 colours, but the slight changes in the shots in this thread don't seem to be enough reason for this). Maybe we can have higher resolution bgs (not as lazy as those in LSL6 CD, and, no 3-D please :P). Or, just removing Cedric from the CD talkie version is a good enough reason. :=

#1692
Heh Odd. If I choose 'None' for the sound outputs the game crashed. No big deal though.

Nice job!
#1693
With handy tools such as WinAGI this is actually not difficult (but it requires patience, a lot of it, perhaps). In fact, after some searching, a former member here did manage to draw some of the KQ5 backgrounds in AGI (too bad his site expired and we cannot view the images and they're not even accessible via archive.org it seems :( ).

Let's make this instead := :
#1694
It's actually quite straight forward to code bullets moving in any direction. You may check this quick mess that I made in a couple of minutes (sorry, no module or comments present, check script in room1 and compile with V3.1.2+). In fact the bullet layer DynamicSprite can even be used as a collision map! (If bullets are not in single pixels and you want the collision maps to be in single pixels just paint on another sprite at the same time to create the collision map.)
#1695
Quote from: Andail on Thu 29/04/2010 08:00:26
one-way
Yeah.
At least he's not starting a heated argument (AKA flames) and as long as they're not offending posts I think it's okay to keep them here. This is the General forum anyway.
Quote from: LimpingFish on Thu 29/04/2010 01:57:24
because now I'm scared.
You're not forced to read them. :)
#1696
If (player.View == 10) ...
should work.

Can you post the codes that you have tried here and let us see why they won't work?
#1697
Also, if not mentioned before (I'm too lazy busy to read all the information here), I'll suggest that the topic could be 'complete your game, if you have a previously unfinished MAGS game, OR make a game following the guidelines of any previous MAGS competitions', provided you didn't enter that round at that time.

In this way, people who don't have an unfinished MAGS game could still participate in this round. (Well, actually it's like you pretend that you managed to create a game in a previous round and didn't finish it.)

For topics of the activity in the last few years, just check here.
#1698
I think he smoothened/smudged(?) the images to make them true colour. Compare carefully the original 256 colour castle shot with his paint-over. Look at the rocks, the grass and the rocks. IMO the differences are barely noticeable to warrant a remake.
#1699
The String.CompareTo() function has a casesensitive parameter and alternately there are String.LowerCase() and String.UpperCase() functions for turning a text string to the specified case, so it's just straight forward to make non-case sensitive compares.

Furthermore, if you want more "advanced" "searching" (such as entering "murder, homosexual" and the system responds according to the two given words) you can script your own string processing functions. However, you can also abuse the parser features for this purpose (note that for parser functions, strings are always compared case insensitive).
#1700
Quote from: Monsieur OUXX on Tue 27/04/2010 00:33:15
Oh, I didn't see that.
Well, perfect!
Thanks a lot.
You're welcome. :) Actually when I painted that font I originally planned it to be fixed width for all the characters, but at the end I decided to make the spaces half as wide so I can "steal" some space when needed. Full character space can still be done by typing 2 spaces.

Quote
EDIT: the links to the fonts editor are broken  :(

Seems that this link works (found from here).

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