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Messages - Gilbert

#6401
Actually in my opinion you need not change the character's name, as long as you think it's cool to use it. Unless you're really for original names, but then you may need to think of REAL wacky names, as existing names are bound to be used somewhere anyways.


BTW Twinsun's wife in the LBA games was named Zoe already.
#6402
Currently, you can import colour slots and export palette to and from PCX files in the editor.
I think it's good if you can do the same for 256 colour BMPs too, because BMP are supported format for BG and sprites already. Enabling the use of BMP for the palette can save people who use mainly BMP for sprites/BGs a bit of work.
#6403
Actually the setup programme itself is included in the engine already, not a separate application, what winsetup.exe does currently is just excuting "game.exe --setup", but it's important to remind the players how to setup the game, so that winsetup.exe should be included in a game's distribution and everything will be fine.

As for creating the config file automatically if it's absent I think it's a nice idea, but it's actually the game maker's responsibility to include a .CFG file with default settings and the setup launcher, which will help those who download the games.

Regarding the idea of scripting in some setup options in game, it depends on what options you want to provide for setting, some of the AGS settings can be changed in-game, but some of them cannot.

Things, especially the system settings, like game resolution, game cache size cannot be set in-game currently as these things are initialised when you start the game start.

That your idea of setting the game option in-game but will take effect only if you exit teh game and restart is actually possible already, as AGS can write to a text file, so all you need is to overwrite the acsetup.cfg file. But I won't recommend doing this, as it's just a dirty way of messing things up.
Moreover, if I have to launch the game, set options, quit and restart for them to take effects, why not launch the setup programme separately in the first place? In case you dislike the look and feel of the current setup programme, you may just make your own with whatever programming packages.
#6404
Actually I suddenly have a strange idea, but I don't know if it's feasible to implement.

That is, if you rawdraw with colour 0, instead of painting with solid colour, you paint with pixels from the saved screen in RawSaveScreen(). This can be handy in wiping out a portion of stuffs raw drawn on a portion of the screen and you can make many other effects with it (obviously).
#6405
Quote from: Everglaze on Tue 25/05/2004 02:29:54
I used Razor and Bernard, some of the puzzles got me guessing since some of it is slightly different than the original but..in the end, I prevailed, woo!

As written by AGA I think it's identical to the original, just that I had heard some things were changed in the NES/Famicom version.
#6406
That means you're refering to a non-existing object # in that room, double check the line and see if you have set the corrent parameter.
#6407
Actually I think the current format supports up to 255 areas for each mask, the problem is just how to manage them in the editor, currently the editor displays all the areas simultaneously with different, which would cause headache if you have say 50 different areas, as it's VERY difficult to distinguish between them.

So I'll bring up my old suggestion again: display the currently editing area in one colour (eg blue) and group ALL THE OTHER areas and display them in ONE single colour (eg. gray), this can eliminate the editing problem.
#6408
OK, here is the problem, I just noticed that when you import animating backgrounds (under 256 colours), if you checked both "Use exact palette slots" and "Share palette with main background" checkboxes the effect was not as expected, that the content of the imported frame was modified to "match the original colours" of the image file. So it's not exact slots import as expected (for example when I draw my graphics I always changed colour slot#0 to pink for some reasons, which I know will become black when imported, but if I imported a animating frame with the two checkboxes checked, since pixels drawn with colour #0 were pink in the original image, the editor messed it up by subsitute these pixels with a "close colour", which is not the slot #0 black as expected).

Now that causes problems, as I'll always use palette effects, so the imported graphics must be intact/untouched regarding their slot indices. If I checked only "Use exact palette slots", the import was exact, but now each frame would has its own palette, it then causes problem, for example:
The bg is animating, with 2 frames:
Gameloop1:
- Current frame is #0
- slot #250 is originally green
- I changed slot #250 in-game to red
Gameloop2:
- Current frame is #1
- Since frame 1 has its own palette, and is not affected by last change, so slot #250 is still green
Gameloop3:
- Current frame is #0
- when the animation got back to this frame, the engine changes the palette BACK to the ORIGINAL, so slot #250 is green, losing the changes that I made

So what I suggest is that if both checkboxes are checked the frames must be imported untouched (exact palette), don't care about the colours of the slots, just discard them. (I know there're some workarounds at the moment, but it's better if this problem is fixed).

I think I have another problem but now I have forgotten about it completely so... :P
#6409
Quote from: DragonRose on Fri 21/05/2004 12:13:48
It could be one of those ones where the doors double up and go off to one side.

Yeah :) but in that case the left door shoud be drawn "deeper into" the wall. Maybe it's not a sliding door but thouse you push/pull oopen.
#6410
When you set an interaction response that takes a variable parameter (eg. "Conditional - if a variable is set to a certain value"), there is a "Change" button for you to select the variable, click it, click "Edit Variables...", and create new variables by clicking on "New variable...".
#6411
I think what he meaned was that if one was used already, it will act differently when the 2nd is used.
But yeah, you can do it without scripting, just use the variables in the interaction menu.

Something like this (I just typed this quickly for you to get the idea):


where I supposed the two items A and B, are #5 and #10, respectively (you may change them to match your settings), "A Used" and "B Used" are two global variables set initially to 0. The "no action"s are places where you add different responses.

What the above basically did was to set a variable to 1 after an item was used, when you use the other item it'll check whether the first item was used and acts differently.
#6412
Hmmm... Have you tried toggling the "Use 85 Hz display" option and changing the resolution in the game's setup?

It is possibly because your graphic card driver/monitor combination can't display some of the modes properly.

Did it happen in all/most of the games?
#6413
And obviously Ghor's characters are drawn much much better in proportion and more defined in shape (look at the size of the eyes and teh man's left hand in eric's comic... they're horrible and unrealistic!).

Now back to topic:

I'm currently an editor in a local textbook publisher, writting maths and computer textbooks for kids. (Bah! I hate maths, though I hate computers more!)
#6414
That's just because your artistic skill is inferior to ghor, admit it.
#6415
I love only one man named Ross...

...in a very homosexual way.







Where's you been recently, Muills?
#6416
I know someone here who is willing to do everything to play a game in this page.
#6417
Heh I just noticed one thing (if you guys didn't notice it), that the elevator doors can't be opened fully, at least not for the left one. This is, of course, not important unless your game need has a real serious theme and is heading for realism (which I think is not the case). ;D

I'd like to see if there's an animation of the doors opening though. ;)
#6418
Quote from: terranRICH on Thu 20/05/2004 16:29:37
... such as the "%0#d" placeholder adding leading zeroes to a variable ...
What? You can do that?

I never know that and wrote a function to format the string...

* Gilbot V7000a burns the other AGSers to cover up his ignorance.
#6419
Better stay away from him!
#6420
No, they're AGI games (the Point & Click VGA version of LSL1 was SCI though).
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