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Messages - Gilbert

#7061
Heh that was an annoying part of the game.

Spoiler

Just relax, go somewhere else and find someone to talk, you'll know the correct answers evently
[close]

Spoiler

Go to the bar and talk with the old drunk about the quiz.
[close]

Spoiler

When you do the quiz, answer them ALL WRONG.
[close]
#7062
heh I think you mean 5x86 by those non-intel manufacturers (AMD, Cyrix, IBM and probably more), which were actually "enhanced" 486s to have some of the Pentium's features, so they're not Pentiums in any sense.

Actually the original Pentium (P1) was actually what's normally called 586, Intel changed that naming scheme as they found out that they couldn't register numbers like 286, 386, 486 as trademarks.

Correct me if I'm wrong...
#7063
If it's supposed to be a scrolling room, I think it's normal behaviour that the two black bars would be covered up with backgrounds if the imported bg is higer than 200 (400 for hires, etc) pixels, it was intended to be a "feature" I think. But i know it's frustrating that you'll lose the 2 black bars when you really want then.

I don't know if there are any better solutions at the moment (other than placing 2 black overlay at the borders), I think if the:
Quote
* add option to display images in letterbox borders
part is impremented, it can be fixed easily.
#7064
Actually when you make a game in 640x400, it's screen resolution is 640x400, that means, you can have graphics of that res (provided you import the bg and sprites as hires), so they can look crispier.

BUT: the game resolution used internally is still 320x200 (for speed, memory and compatibility reasons), normally it won't affect much, the only restrictions are for example you can only move/place sprites in 2 screen pixel steps, which IMO is not a big loss unless you need REAL accuracy.

So, just bare in mind that you can use hires graphics, but the coordinate system handled by the engine is still lo-res, so the walkable area, hotspot, etc. (except walkbehind mask which can use hires for artistic reasons) masks ar ein lores, etc.

(Same goes to the other resolutions, for example, a 800x600 game is actually using a 400x300 coordinate system).

EDIT: So I reread your post, Just do this trick:
When you import the bg for room 2, just set the game's resolution temporially to 640x400 and import it, and set it back to 320x200 afterwards and see if that works.
#7065
AFAIK, the Mega CD (errr Sega CD, I think the Mega Drive version was never released in Japan, like there was no TG16 English version) was just a port from the PCE version, and due to technical reasons, the PCE version probably has better graphics.

Oh offtopic now, I better stop :p
#7066
I'm quite familiar with this kind of game (I have a PC engine and played lots of these games, have snatcher too, but just don't have the time to play it, yet).

I think it won't be difficult to make such games with ags, just hide your character and doing something with dialogs.

The only possible obstacle I can see is maybe the limit on amount of dialogs (500 max topics, 2000 max dialog lines), don't know if that's really insufficient tho.
#7067
Beginners' Technical Questions / Re:Font Size?
Thu 04/12/2003 02:10:08
Funny, I got the page working yesterday and it disappears today, maybe it's something with the page's access exceeding bandwidth, etc.

Anyway, I just googled for that font set, you can also google and see if you can find other set.
#7068
Yes, that's one of the most basic use for Alpha channels.
#7069
Competitions & Activities / Re:December MAGS
Wed 03/12/2003 07:21:28
heh if you cant see it, it's probably some problem with your ISP and villagephotos.
#7070
Luckily Pumaman's photos are easier to obtain than hitman's photos, or else I won't be here now!
#7071
Competitions & Activities / Re:December MAGS
Wed 03/12/2003 07:01:15
;D







No, as usual, I'm not making an MAGS game, that pic is nothing new either...
#7072
Beginners' Technical Questions / Re:Font Size?
Wed 03/12/2003 05:15:18
I'm not sure if it's an incompatibility issue with the font file or not, but I found one such font set from the net (not sure if it's the same set as yours) and it works for me:

http://home.att.net/~momscorner4kids4

Maybe you can try importing some other "standard" fonts, such as those arial/times/courier sets provided by windows and see if they work. If these "standard" font sets work, it's quite possible that your Grinched set has some problem that it's not compatible with AGS.
#7073
Beginners' Technical Questions / Re:Font Size?
Wed 03/12/2003 04:01:29
hmmm what font file are you going to import?
#7074
The problem is here:

function on_key_press(int keycode) {
// called when a key is pressed. keycode holds the key's ASCII code
if (IsGamePaused() == 1) keycode=0; // game paused, so don't react to keypresses
if (keycode==17) QuitGame(1); // Ctrl-Q
if (keycode==363) SaveGameDialog(); // F5
if (keycode==365) RestoreGameDialog(); // F7
if (keycode==367) RestartGame(); // F9
if (keycode==434) SaveScreenShot("scrnshot.bmp"); // F12
if (keycode==9) {
      CentreGUI (2);
      GUIOff (1);
      GUIOn(2); // Tab, show inventory
}
if (keycode==19) Debug(0,0); // Ctrl-S, give all inventory
if (keycode==22) Debug(1,0); // Ctrl-V, version
if (keycode==1) Debug(2,0); // Ctrl-A, show walkable areas
if (keycode==24) Debug(3,0); // Ctrl-X, teleport to room
#7075
In that case, can you post the onkeypressed function content here?
#7076
If you don't want that just comment out/delete the following line in the global script the on_key_press() function:

if (keycode==27) GUIOn(Blah bla bla);

#7077
General Discussion / Re:The new Hotmail
Wed 03/12/2003 02:44:21
M$ and its products are not stupid, they just consider the users stupid.



So I never use Hotmail...
#7078
Just use a globalint to mark the situation whether the ESC key is disabled for bringing up the GUI or not.

Say, for definiteness I use globalint #5 and wants that by default, pressing ESC will bring up the GUI only when globalint 5 is zero and doesn't bring it up when it is non-zero.

Just find in the global script the on_key_press() function, there should be a line like (may differ in slight-detail in your codes):

if (keycode==27) GUIOn(Blah bla bla);

Just modify it to:

if ((keycode==27)&&(GetGlobalInt(5)==0)) GUIOn(Blah bla bla);



When you want to start a cutscene (or where you want it to be disabled), just add the following line before the StartCutscene(...) line:
SetGlobalInt(5,1);

When the cutscene ends (or whereever you want to reenable the GUI), just add the following line after the EndCutscene(...) line:
SetGlobalInt(5,0);
#7079
Hmmm at least I don't have problem with Chinese XP or 95 or ME (just occational misalignments with texts in editor). Did you use any Japanese (double-byted) characters in your game (script, speech texts, etc)? They are not supported and can cause crashes.
#7080
No (not yet at least), walkbehinds masks are just 256 colour images with each solid colour representing one walkbehind area.

Currently you may use a sprite with alpha channel instead but beware that using a large alpha-blended sprite may cause slowdowns.
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