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Messages - Gilbert

#5821
General Discussion / Re: Creating Programs....
Thu 21/10/2004 07:39:46
Quote
Quote from: Hotspot on Wed 20/10/2004 07:41:44
theres always alot of fun to be had with Assembler :D
Where do you get that?
If you don't even want to mess with "command line compilers", you shouldn't care about Assembly, which is the most powerful weapon.

Quote
Quote from: Bernie on Mon 18/10/2004 13:44:03
I think your best bet would be getting DevC++ or a similar compiler and downloading the Allegro SDK. (Without one of those, you can't do much).
Allegro is as easy as it gets when it comes to real programming, and focuses on 2D. It can do some 3D as well, but doesn't support hardware rendering.
Hmm, Allegro? The library AGS uses?
Yes.

Actually you can find links for some of the tools from the "credits" section of the AGS manual already, at leasr for Allegro and DJGPP (a DOS port of GCC), probably these sites already have extensive helps and links for various related stuff already.
#5822
Hehe this forced me to dig up old picture again:

Forgotten about the descriptions already...

Not an entry of course. :=
#5823
General Discussion / Re: Gmail? oh come on!
Thu 21/10/2004 02:38:38
No, you're not alone, I don't have a Gmail account, and I don't want it either (at least for now).
#5824
General Discussion / Re: just wondering...
Thu 21/10/2004 01:49:48
And that means, it's better to be considered a 'no', it's not really worth wasting the time to invest on the possibility of making an OS shell with a game creation kit which original intention was to create some specific sort of games anyway.
#5825
General Discussion / Re: Creating Programs....
Wed 20/10/2004 07:46:20
Or better, enter byte codes for raw machine language with a Hex editor. :=
#5826
No, you don't need that normally.
It's just for DOS users who don't have a decent or compatible MIDI device and want to use the software synthesyser for MIDI music.
#5827
Happened to me also, of course it's nothing for me as as I had already downloaded and completed this game long ago already.
There're some free hosting services whose links only work within certain parts of the globe as far as I know.
#5828
Critics' Lounge / Re: Graveyard - BG
Tue 19/10/2004 07:36:03
Nice, but my complain is that it's too dark (at least for this crap monitor here), maybe make the edges of the tombstones reflect more light "from the moon" can help defining their shapes.

Another thing is that yellow thingie looks more like a meteor than a moon, I think reducing the shadows on it may help.
#5829
Nice topic := , but you forgot to put the duration of the competitioon in the subject line.
#5830
It's not even a day, I think it's just normal for late replies in a forum, it's not a chatroom afterall.

Heh I think people won't mind horrible graphics := , provided the game is interesting enough, I can't comment on it though, because I can never see the screenshots, probably because of the firewall here, I can never view some of the pictures hosted in some certain sites.
#5831
I think someone with a DVD-RW (or whatever, I'm never familiar with this kind of things, I don't own a DVD drive either) can try it on a RW disk first, that way you can test the possibility without wasting a disc.
#5832
There're more than one way to archive this I think.
If you want him without legs (feet), that walkbehind method Strazer mentioned may work, a possible drawback is that if you use layers of walkbehind areas, it can look funny that the water area just looks like putting rows of vertical cardboards when the character walks on it (I think this method works great for grasses though).
My suggestion is that you can draw an alternate view for the character without the legs, and switch his view to this when he walks into the water and then switch back when he's away of teh water.
#5833
As suggested from the picture taken, it's just an ordinary graphic card using the Cirus Logic 5428 chipset, I remembered one of mine using the CL5426 (or whatever) in the past.
It's probably just a PC ISA card, nothing special.
#5834
It may also be related to some rare AGS bugs that were hard to track. Anyway:

Backup early, backup often.

and your masterpieces should be safe. :=
#5835
My suggestion is:
Please don't use filenames for external datafiles/sound/etc. for the game to load that don't comply with the 8.3 DOS format. Even if the functions support LFN, the game just can't be guaranteed to work in all systems.

So, if you really need players to download mp3 files from some otehr souces, provide information for how to rename the files after downloading in the game's documentations.
#5836
Completed Game Announcements / Re: Ready
Fri 15/10/2004 05:05:02
Hehe don't you know about the origin of the graphics ? It's  one of the main reasons that make the game so funny.
#5837
Well, I didn't coutn mean street 3 and mean street 4 purely because they're sorta changed to a 1st person "3d" engine, while they used motion capture for the movies and such, they did't utilize the old 3rd person character travelling representation most of the time like those old games did.
#5838
Hmmm did you set up the game so all the messages are said by the player character (the checkbox option 'Always display text as speech")?
Otherwise all room/global messages are displayed using the text GUI, which is not related to a character's talking colour.
Alternately, you may try to move those Display message actions into teh script (using Display(), DisplayMessage(), DisplaySpeech(), etc.) and see if it makes any difference.
#5839
Also, don't forget the old access games, some that I can recall:
- Mean Street
- Mean Street 2: Martian Memorandum
- Crime Wave (well this is not an adventure game...)
- Coutndown
#5840
Completed Game Announcements / Re: Ready
Tue 12/10/2004 10:38:30
Very funny game (and of course, even more funny if you'd seen the silliness of the original source of the graphics), indeed. Give it two thrumbs up.
My only complaint is that it's too short, hope there'll be a sequel or someone would make another game with those graphics.
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