Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#6201
Critics' Lounge / Re: Mr BlueCup
Fri 09/07/2004 10:26:13
Hehe why? Bluecup is always like this:
#6202
Is hi res really that important? You can always use lo res sprites with hi res backgrounds.
#6203
Did you mean using the test game function of the editor or running the game executable directly?
The test game function is well known to be fuzzy, it may not work with some computers, in that case try running the game executable in the compiled folder directly instead.

Otherwise, more info. about the problem and that computer's spec. are much appreciated.
#6204
General Discussion / Re: Remember Lode Runner?
Fri 09/07/2004 03:13:54
Quote from: Ciro Durán on Fri 09/07/2004 02:46:31
Gilbot: that's certainly a problem I saw, but adding lines to such an small clip is a problem, as it will cover almost all the body, hence looking very ugly :P.


Hehe yea, but I just said maybe making the bg use paler colours. ;)
#6205
Yeah it's well documented.
#6206
General Discussion / Re: Remember Lode Runner?
Fri 09/07/2004 01:50:16
Yeah this is great! Add the monks and if possible, a level editor! Ah! Good memories, the Apple ][ versions were the best IMO.

There's only one problem, was that as usual the character(s) is(are) tiny and it's quite easily mixed up with the background (if there're monks it may be difficulty to spot them), I'll suggest whitening the background a bit.
#6207
Because the function is not blocking. You have to use things like Wait() for it.
However, better, you cna use a while loop and simplify the code, eg:
int trans=0;
while (trans<=100) {
  SetCharacterTransparency (ROOF,10); 
  Wait(1);
  trans++;
}

also I don't suggesting using character character #0 for the roof, and it's always better to use the character's script name rather than the exact number.
#6208
Depends on how you script it, if you use it in a while loop or something to adjust the transparency gradually it will fade out. (Of course, if only your game is on a colour depth of at least 16-bit).
#6209
Hmmm are you sure the area mask you made was 256 colours and used only the first few colour slots for the areas?

For AGS V2.6SP1 or earlier, you can use a character for teh roof and use SetCharacterTransparency(). Or use RawDrawImageTransparent() if you're using newer version. I recommend the Character method though.
#6210
Put the cursor after a { then choose Edit --> match brace and see if the ending one is at the right position.

Actually I'd never used that before as I'm not using V2.61 yet.
#6211
If you're using V2.61 onwards, try using the match brace function of the editor to make sure the braces were placed correctly, it's most likely this problem or a missing ;

* Gilbot V7000a is too sleepy to read at the moment.
#6212
Advanced Technical Forum / Re: Bug in AGS?
Thu 08/07/2004 06:51:21
Don't know about the idle view timing thing, but I think that .animating variable thing is probably a feature rather than a bug. It just distinguishes between animation you want the character to play from "meaningless" ones like idle animations. Anyways, you've got a workaround already.
#6213
Where're the character's arrow key moving codes? I suppose they're some codes in repeatedly execute using IsKeyPressed() or something right?

In that case just put the part of code you don't want to be executed (eg. the arrow moving code) while the game is paused into an if condition. Example:

From:

// this is part of code for moving the character via keyboard.
blah bla bla bla...


to:

if (IsGamePaused()==0) {
Ã,  // this is part of code for moving the character via keyboard.
Ã,  blah bla bla bla...
}

#6214
I think I sort of know the problem, I don't know if it's been brought up already, but this is ought to be a limitation or a bug in the engine I think, seems that when you click the region with modes other than walk and you set a walk-to point that will cause a problem.

Here is a (not-so-good) walkaround, let's use that room 10 door as an example. What I did is:

1. Load room 10.
2. Change the action of that "Player walks to region" to "Game - Set variable value", press the first "Change" button, press "Edit variables", check the "room" radio box then press "New variable..." to define a new room variable, let's call it say, "leave room", leave it's initial value at 0. , then set that action to set the variable "leave room" to 1. Like this:

leave=1;
3. In the room's interaction menu, add an action for "repeatedly execute" and set the action like this:


@CJ primary: I think this is similar to the old player enters screen for first time played twice bug, is it a known issue ?
#6215
Just use roger.
#6216
Quote from: juncmodule on Wed 07/07/2004 17:25:22
http://www.free-codecs.com/download/K_Lite_Codec_Pack.htm
- Freeware media player with support for most audio formats. Uses a windows classic media player interface. Very simple and not bloated.
Yeah :D, on a related note, you DON'T really need to install the players in it (thus saving you a bit of messy management to have 2 media players), just install the codecs and your original media player should be able to play all the related formats (unless the player is too old), but just files like real media won't be associated to it initially, once you set the association correctly you can play them.
#6217
Hehe I understand, but there should be an online place where people can surf the whole Mostly kingdom easily, at least some links in the sites to link to others.
#6218
Great! :D But  you should add also RLBAT and those 'RON' games you made for completeness!
#6219
Using PCX files won't decrease the size of your game, no matter which graphics format you used to store your original graphics files, they're all converted to the same internal formats in an AGS game. Note that room backgrounds will be compressed with some lossless algorithm and sprites are never compressed, so be carefully if you need many large sprites.
Either way, you should ZIP your games before distributing, and this should make some good save on spaces in most cases already.
#6220
I didn't read much on the game's thread, bit it's like some serious game idea similar to RON right?
In that case I suggest the characters need not be drawn so seriously detailed,Ã,  but in a simple style easy for people to follow and contribute (like the RON characters).
It's been proven that you may not really need seriously good and detailed graphics for a serious game to be great (ever played Pleurghburger ?), especially when you want your series of games to follow the RON system of development.
SMF spam blocked by CleanTalk