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Messages - Gilbert

#6081
Well tomato is something that I can accept as a fruit, so that entry's okay. Of course, you'll be disqualified if you draw a cabbage.

Haddas: Okay :D

And it's real nice to see that I can disqualify art gods like eric! (amazing orange though ;) )

Keep it going!
#6082
I think it's not important if you use Blender anyway.
#6083
Directly from the manual:
Quote
The FILENAME must end in either ".BMP" or ".PCX", as those are the types of files which can be saved.
So probably no, I don't know what would happen if it's ended with something else though.

You can however, always save it as BMP or PCX and convert it to the desired format with all these free and small programmes out there (eg. Irfan View).

* Gilbot V7000a finds many people are even too lazy to do some small conversion job themselves.
#6084
Fun, but since I'm not quite familiar with culture and stuffs I can't get hadda's entry. Was it someone from a band that has to do with fruits?
#6085
Well because of some you-know-why reasons, I decided to end the last competition and start a new one.
Read: I wasn't the winner (there was no winner last time, I didn't even enter the last one), I just start a new one to let things move on.

This week's topic:

A Fruit
Resolution: Not bigger than 50x50
Colours: unrestricted


You may say, "WHA7?2? A fruit? That's uncreative!"
If you really said that then it's you being uncreative, by a fruit it can mean many things, as far as your creative minds go.
For example, it can be an ordinary fruit, like a pineapple (well that's boring of course), but you can also make some non-existing type of fruits, like a chocolate melon (this is just an uncreational example), or even if you drew an ordinary fruit, you can make it special like an apple with wings (well it isn't that special I know).

So the topic is quite open, as long as you can convince ME (read) that it can be regarded as a fruit, which can be suggested by the picture itself or via some small descriptions.

Note also that since this competition is not Photoshop Phriday,Ã,  this time the rule is strict (in CAPS!):
NO DIRECT PHOTO CUT&PASTE OR "PHOTOSHOPPING".
Drawing with reference photos or tracing over photos are, however, allowed (as I don't process the ability to tell the difference :P ).

Note also that the result will be judged in this order:
1. Whether the creation sticks to the rules.
2. Creativity.
3. Skill.
4. Amount of $$$ you will pay me.

So it's most important that you follow the rules, unless under very, very special circumstances (like free pr0ns maybe) that I may take point 2 and point 3 for advance. Note also that if you want to bribe me to win it, you gotta be rich as money only coutns as the last point of judgement.

Happy Spriting!
#6086
Well since Flippy is on holiday, and things must go on, I'll end this competition now and start a new one. Let's do something better!
#6087
Hints & Tips / Re: pleurghburg
Mon 09/08/2004 10:40:39
If I remember well:
Spoiler

TALK to him.
[close]
#6088
* Gilbot V7000a cries as he only got 149/150 and he didn't know why.


Spoiler
Well you're supposed to get one extra point getting an extra arrow after you used the first one, but I never got that point...
[close]
#6089
DAM U DAM DAM U DAM U! O' CRAP MUILLS!1!


Shame on you for making this piece of... errr... (F)art!


I used AGS for so long yet I don't even know you can do such nifty effects and exciting gameplay with it, if you didn't say it's an AGS game I thought it was made with Blender! Shame on you for making me embarrassed!


* Gilbot V7000a goes on trying to hold his gas for 5 minutes.
#6090
Yeah sounds a nice idea, or just implement it it that nearly abandoned tracker...
#6091
3. Write a decypher function yourself, and put cyphered texts between quotes.
#6092
You can make a tile engine with rawdraw yourself.
#6093
Yeah, don't use characters with ASCII code>127.
#6094
Quote from: Ozwalled on Thu 05/08/2004 08:15:09
(beyond the 4 frames that are curreently allowed, at least as far as I know)
Well according to the manual it's 5, but that makes no difference on your problem I know. ;)
Quote
1) Making a flat background and making the floating colour blobs into characters that move around with the help of the character control plugin (I think that's what it's called...) and have the colour/shape changes as animation frames.
Actually you can script their movements without the need of a plugin I think (unless you want some specific complicated movements, I don't know what that plugin was for actually), and I think it works also using objects too, just put the codes in repeatedly_execute_always().
Quote
2) Rawdrawing a bunch of moving objects on a flat-coloured background, maybe changing them colour with some sort of palette cycles.
Can work, but you may need to call RawRestoreScreen() frequently for it. And remember you can only change colour of drawn sprites if the game is 256 colours (unless you're just drawing basic polygons, circles, etc.)

#6095
Unfortunately the global variables used in the interaction menu and that of text script are different things.

So you need to use the text script function SetGlobalInt() to set the value instead.

#6096
You can use as many as you want actually, eg.

DisplaySpeech(BLAH, "I put an %s into a %s.", name1, name2)
#6097
What did you put in the interaction response for that hotspot?
#6098
Beginners' Technical Questions / Re: walking
Wed 04/08/2004 10:04:22
Just add the } as mentioned.
#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
 // this GUI system uses GlobalInt 80 to store which of the extended
Ã,  // modes is in use (close, give, push, pull, etc)

Ã,  if (interface == 0) {
Ã,  Ã,  Ã, if (button == 8 ) {Ã,  Ã, // walk
Ã,  Ã,  Ã,  SetCursorMode (0);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 1)Ã,  {Ã,  Ã, // open
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,3);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 2)Ã,  {Ã,  Ã, // look at
Ã,  Ã,  Ã,  SetCursorMode(1);
Ã,  Ã,  Ã,  SetGlobalInt(80,8);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 3)Ã,  {Ã,  Ã, // use
Ã,  Ã,  Ã,  SetCursorMode(2);
Ã,  Ã,  Ã,  SetGlobalInt(80,7);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 4)Ã,  {Ã,  Ã, // close
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,1);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 5)Ã,  {Ã,  Ã, // push
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,4);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 6)Ã,  {Ã,  Ã, // take
Ã,  Ã,  Ã,  SetCursorMode(5);
Ã,  Ã,  Ã,  SetGlobalInt(80,6);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 7)Ã,  {Ã,  Ã, // talk to
Ã,  Ã,  Ã,  SetCursorMode(3);
Ã,  Ã,  Ã,  SetGlobalInt(80,9);
Ã,  Ã,  Ã, Ã,  }
Ã,  Ã,  if (button == 8)Ã,  {Ã,  Ã, // pull
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,5);
Ã,  Ã,  Ã, Ã,  }

Ã,  Ã,  if ((button == 10) & (game.top_inv_item < game.num_inv_items - 7))Ã,  game.top_inv_item = game.top_inv_item + 4;
Ã,  Ã,  if ((button == 9) & (game.top_inv_item > 0))Ã,  Ã,  game.top_inv_item = game.top_inv_item - 4;
Ã,  Ã,  }
} //<-- Add this back
#sectionend interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#6099
Beginners' Technical Questions / Re: walking
Wed 04/08/2004 09:45:58
You missed one } at the end of interface_click at least, try adding that first.
#6100
Quote from: Blitzerland on Wed 04/08/2004 04:19:19
Not to be butting in or anything, but perhaps you would get more assistance if you were to post this in the technical forum. Just a suggestion, don't flame me (fun, but repetitive)!

No no no, it's fine here, the technical forums are only for AGS related questions.
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