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Messages - Gilbert

#5901
Critics' Lounge / Re: Logo opening animation
Mon 20/09/2004 06:19:37
I think the length is not that important if it's skippable.

Though I'm also in favour of shorthening your logo movie, it's quite good, but that "navigate in maze" beginning part looks a bit repetitive, so it can be reduced to just go thru one or two corners quickily and then zooms out to the whole logo.

Moreover, shortening it probably reduce the file size a bit which can otherwise adds some burden to your game's size.
#5902
But but but Goldmund, why're you using Wait(0); ?

If you want to wait, it should at least be Wait(1);, it's not documented what will happen if it's 0, though most probably it will do nothing (so your code will become an "infinite" loop), you can expect problems with it as it's not in offifially supported range.


Quote from: Pumaman on Sun 18/07/2004 21:35:34
* Added GIF image import, and Quick Import Animated GIF Frames option.

Yay! :D Hope that it won't be as buggy as the old one!
#5903
Or, use free programmes to extract RAR files instead, like 7Zip...
#5904
I think all major sampling rates are supported, the only restriction is they must not be compressed.

My suggestion is, use mp3, or better, OGG instead, they're compressed so are smaller in size, and AGS supports them.

P.S. actually this thread fits more in the beginner technical forum.
#5905
LT, read carefully.
Quote from: Gilbot V7000a on Fri 17/09/2004 10:50:53
(no matter what format they're originally in, they occupies the same space after import).
#5906
Hehe shall we hold annual "Mr. AGS" and "Miss. AGS" competitions from now on then ? Maybe even incorporate them into the AGS Awards too?

Actually I'm just kidding, as I don't think it's a good idea myself, because we all know the winners are always:
Mr. AGS: Roger
Miss. AGS: Bluecup

The results will never change until, of course, one or both of their arch-nemesises appear!
#5907
As cus... pudding pointed out, sprites are never compressed because of speed issue (no matter what format they're originally in, they occupies the same space after import). Backgrounds are, however, compressed to save space.

Normally it wouldn't be much of a problem, as when you distribute a game you may compress it first (ZIP, RAR, etc.), which should reasonably reduce the game size. Though when people uncompress the game in their computers it may be larger, most people should has harddisks large enough to hold it already (compared to those zvarily-awesome-looking commercials that would install GBs in your harddisks).

But if you're really concerned about the game size (like for example you're only creating a short/medium length game, which doesn't worth using that much space), you may consider more on how you make your game, like using less sprites if they're not necessary, etc.
#5908
Nope, I think, it's quite strange that we have "Conditional - If player has been to room" but not "Conditional - If character isin room"(maybe I overlooked?), I think this would be nice to add this.
#5909
Hehe the subject reads "AGS" games.
#5910

Well, technically it's a sprite painting a sprite of a sprite in her leisure time.
#5911
I'll suggest this fix:

move
int ran;
to the top of the script, so it's not redeclared everytime the repeatedly_execute() script is run.

Then, in repeatedly_execute():
if (ran==0) {
Ã,  Ã,  if (character[Character].animating==0) {
        // if Character just stopped animating
Ã,  Ã,  Ã,  Ã,  ReleaseCharacterView(Character);
Ã,  Ã,  Ã,  Ã,  ran=1; //So to trigger random() again next game loop
Ã,  Ã,  }
} else {
    // if Character is not animating...
Ã,  Ã,  ran=random(10);
Ã,  Ã,  if (ran == 0) {
Ã,  Ã,  Ã,  SetCharacterView(Character, 6);
Ã,  Ã,  Ã,  AnimatedCharacter(Character, 0, 0, 0);
Ã,  Ã,  }
}


Edit: oops found that the former codes may not work as expected.
#5912
YES! And their pantless atitude surely is a plus!
#5913
But isn't that easy, still? Example:
int chartrans[30];
...
function ReduceCharacterTransparency(int charID, int by_amount, int rate, int pause) {
  chartrans[charID]-=by_amount;
  if (chartrans[charID]<0) chartrans[charID]=0;
  SetCharacterTransparency(charID, chartrans[charID]);
}


(I originally wanted to use GetGameParameter() for the character coutn in the array declaration, but changed my mind, as I think the compiler probably only accept fixed values at compiled time.)
#5914
Critics' Lounge / Re: Assorted Concepts
Fri 17/09/2004 02:02:01
Awesome characters! One thing that bothered me attention is the apparent nakeness of the genie, because of the non-smoke thingie...
#5915
As dreammaster stated, AnimateCharacter() is non-blocking, you need to make the game wait for it to stop (or just use AnimateCharacterEx() ) before using ReleaseCharacterView() (I take that SeleaseCharacterView() as a typo...): {Fixed by scummy, thanks}
int ran=random(10);
if (ran == 0) {
Ã,  SetCharacterView(Character, 6);
Ã,  AnimatedCharacter(Character, 0, 0, 1);
Ã,  while(character[Character].animating) Wait(1);
Ã,  ReleaseCharacterView(Character);
}
#5916
No, eric, I'd take you instead as the sexiest female.

No matter what that implies, it's obviously true as reflected by your photo used in your avatar.

Geez, your avatar also proves that all HOT babes go to hell. *BURN* *BURN* *BURN*
#5917
But what's the problem keeping track of them with variables? If you use such functions you're text-scripting already.
#5918
Andy Penis definitely.
#5919
The demo game was actually quite outdated, as many things had been changed in AGS, making it quite useless.

A never version is being developed, but currently it's incomplete and only a demo had been released. See this thread for more info.

You may try downloading the demo of the demo game and see if it helps your learning process.
#5920
It's DG's post:

Quote from: DGMacphee on Thu 08/04/2004 02:59:45
"I AM... IN A WORLD... OF SHIT!!!"
Linking to some image that cant be viewed publicly anymore.

Thanx DG. :D
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