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Messages - Gilbert

#7101
Hmmm Some  monitors can only store the settings for a limited number of modes (eg 20 modes, modes of same colour depth and same resolution but with different refresh rates may also be considered different modes, so it may just be a problem of it running in a mode with a refresh mode never used before), so if your monitor had been set to some amount of modes in a period, it might had "forgotten" some of the settings of the modes previously set before.
#7102
I'm not familiar with PS but I think you can set the fuzziness higher to make it better.

Though IMO I'll first tune the scanned a bit which the simplest way is to increase the constrast of it (works with most proggies).
#7103
General Discussion / Re:WISH ME LUCK
Fri 21/11/2003 06:21:35
Hopefully it's not an AGSer who blew up the HK Bank in turkey...
#7104
General Discussion / Re:building a team
Fri 21/11/2003 06:10:39
No, it's fine in here or the AGS general forum.

The Game in Production forum is solely for games that HAD started and WITH progress.
#7105
1. Obviously just the common issue of monitor settings, most monters+video card combo wont display with optimal settings when it's set to a graphics mode it had never used before (except for some of the "better" cards, which can handle it with their drivers), so, just mess with the settings of the monitors (knobs/buttons, etc on it) to get it right.
#7106
Quote from: jVonCarrigan on Thu 20/11/2003 13:18:30
are you Mr or Miss, 'cause your avatar...

Hehe call him MrsColossal, his avatar hinted that clearly.
#7107
;D Actually there's always room for awards, how about a Mappomedia award?
#7108
Critics' Lounge / Re:Help with a character?
Fri 21/11/2003 01:59:38
I think she is overall okay, I only think that her right hand maybe too broad, it looks as if it's as large as her leg! Maybe reduce it by 1 pixel width helps.
#7109
You mean it's 700KB while it's put into a room? The room files used lossless compression on backgrounds, so they can considerably larger than lossy compressions (like JPEG, etc.), especially when it contains a lot of "details".

Looking at your background, the textures used in it may add "randomness" to it, which in turn increases its "details". In my opinion, some of the textures may not be that necessary, as they make the background looks like paper cutouts, which produced undesired results (making it flat).

If you really concern about game size, try:
1. First, try zipping the game files as a test, if they can be further compressed at a good rate you need not concern about your game's size that much, as when you distribute it you may first ZIP it.
2. Try reducing some of the texture usages, it may help reducing file size and even the appearance (my own opinion only).
3. If you REALLY don't want your game to be that large, just use 320x240 backgrounds instead.
#7110
Critics' Lounge / Re:First Background
Thu 20/11/2003 06:43:17
Seems that your host doesn't allow remote linking, in that case you may add "http://invis.free.anonymizer.com" in front of the image's url:



Actually I'll say, as your first background, it serves its purpose, of course one obvious problem is the perspective (as you mentioned already), you may try to learn the "vanishing point" method like most people (too lazy to type more about it here), but I'll say if you keep that "flat" looking as a style it's also fine, and I think the pic is colourful enough to make it interesting.
#7111
I like it!

The only complain critic I have is that, dressed armoured like that, his views seemed to be severely blocked, what I mean is that there didn't seem to be enough openings for the eyes to see through, I suggest you may shrinken the eyes a bit (but may reduce the comical feeling) or make some more openings in the "aeroplane head" or lower the "aeroplane head"/raise the eyeballs for him to see through.
#7112
Well DBZ just copied from crap HK fighting comics, so it IS true crap.
#7113
I like the screenshots, looks good (but should looks at the real game to draw a conclusion of course).



Heh the close up talking reminds me of Mean Street.
#7114
That's probably because the script "compiler" had recented been updated to check more in the parameter restrictions, so to reduce (difficult to track down) problems caused by mistakes in scripting.
#7115
Advanced Technical Forum / Re:Raw draw help?
Wed 19/11/2003 02:15:55
I think it won't use much processing power, as the codes shouldn't be executed if the timer's not expired.

By the way did you set the game to run at 100FPS? (as you set the timer to 1000 game loops and you mentioned ten seconds) In that case, you may need to  consider whether people playing your games have computers fast enough to handle that high frame rate.
#7116
Tim: actually the moderators sometimes cleaned up unrelated posts in that thread to keep it cleaner and uncluttered, but as it has expanded to a huge thread now, it's actually quite difficult to manage.

Boyd: I agree with that of course, we're not saying to terminate or KILL the activity, just to continue it in a new thread, and keep the old one, I was actually quite surprised so many member made such strong reactions.
#7117
Advanced Technical Forum / Re:Raw draw help?
Tue 18/11/2003 06:24:53
Slow before the rawdrawing? I know the reason, that's because GlobalInt(5) becomes zero for 100 loops (since number increments from 0 to 100 for GlobalInt(5) to increment 1), and whenever GlobalInt(5)==0 in a game loop currently, RawRestoreStoreScreen() would be executed, which can be slow as it's now executed for 100 times in a row. To fix this, you may change (find in your original codes):

if (GetGlobalInt (5)==0){
RawRestoreScreen();
}

to:

if ((GetGlobalInt (5)==0)&&(number==0)){
RawRestoreScreen();
}
#7118
Advanced Technical Forum / Re:Raw draw help?
Tue 18/11/2003 06:00:30
Because you didn't add a Wait() in the while loop, thus the while loop would be executed in one single game loop. So:
while (GetGlobalInt (5)<100) {
number++;
Wait(1);
if (number>=100){
SetGlobalInt (5,GetGlobalInt (5)+1);
if (GetGlobalInt (5)>=100){
SetGlobalInt (5,100);
number=0;
}
}
}

However, as that Wait() paused your game, if that's not what you want, just remove the while part:

//while (GetGlobalInt (5)<100) {
number++;
if (number>=100){
SetGlobalInt (5,GetGlobalInt (5)+1);
if (GetGlobalInt (5)>=100){
SetGlobalInt (5,100);
number=0;
}
}
//}
#7119
Oh we didn't mean to KILL teh old thread, just lock it and let it be, it's just long enough to make it difficult to manauge.
#7120
I think it's a good idea, the current M$Pain thread had gone ENORMOUS and difficult to handle. Maybe if we start a new one, we can enforce the rules in a more strict way.

Better hear from others before starting one.
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