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Messages - Gilbert

#7481
Pumaman, when will you implement the highly awaited hicolour support ?

;D

Hehe while this is funny, but to set a good example to N00bs, I think it's time to lock this thread. Ya know, if we "oldies" can continue posting such pointless things (I mean posting a lot, not just once or twice), why can't the others?

Moreover, this is the Technical Forum. ;)
#7482
Dylph, you must consider adding a L3N5 FL4R3 to it!1!11!
#7483
Hmmm is your game hicolour ? I'd heard Apprentice was 256 colour (I never played that game, maybe that's hicolour, in that case, is your game 256 colour?).

Note that 320x200x256colours and 320x200xhicolour are tweated as two different graphic modes.
#7484
Maybe when you use a beta version and load a game created with previous version, Add a "update game file?" dialog with the warning:

WARNING: You are using a beta version of the Editor to load a game create by a previous version of AGS, Pumaman would not be responsible for any problem possibly caused by this act, either your game files are all broken, your computer explodes, your dog eats your hand, or you just dies.
It's recommended that you backup your game files first.
If you still want to load the game, click "load game anyway", otherwise, click "cancel" to get out of this mess.

[Cancel]  [Load Game Anyway]
#7485
General Discussion / Re:How gay are you?
Thu 21/08/2003 02:40:39
I'm same as Custard ;D
#7486
I'm not sure but it is possible that script runs at the end of interaction menu.

However, as you had one of the interaction ste to run script already, why don't you put EVERYTHING in that interaction into the text script part? (ie just do the movecharacter in text script in your case)

In my opinion, mixing "run script" and some other interactions in a single interaction may not be a good habit.
#7487
I bet it's just the monitor setting problem. Maybe your game used a graphic mode that the monitor had never be set to before, just mess with the monitor controls (usually appear as knobs/buttons/etc in front of it).
#7488
I don't care about the images anyway, I'm now using Opera and I browse the forums normally without loading any images (unless I really need to see them), even in the C&C forum.

It's the large images that made me do that, especially the sig. ones.

IMO loading many large images in a page that you only read texts is quite annoying, and I'm not interested on what music people are listening to either, as I don't listen much to music myself.
#7489
Heh Actually I don't care about it, it should be left to the scriptor to check his problem himself in my opinion, as it's in general not really easy to determine whether you do something forbidden (different blocking functions may use different parameters, so would be affected by different things), just preventing you to use something that you know yourself would not affect anything is not a good idea.

For example, if you start a character walking by:

MoveCharacterBlocking(EGO, blah...);

and in rep_exe_ex() you have something like:
MoveCharacter(EGO,...);
may certainly mess things up, but if the line in rep_exe_ex() is instead:
MoveCharacter(JOHN,...);
there should not be violations. So it's hard to determine such clashes, and such checkings should be left as responsibility to the scriptor himself.
#7490
Alright, that seem to be useful, but I don't know if it is easy for Pumaman to implement (One possible problem would be if you modify something that the blocking function relies on in that rep_exe_ex function unexpected things may occur).

Anyway, I'll add this to the tracker.
#7491
The Rumpus Room / Re:The MSPaint game
Tue 19/08/2003 06:33:33
Heh actually the real reason trap didn't set the "next" topic was because his pic didn't qualify as an entry, unless he showed proof that the B4TM4N was drawn complete with M$Pain.
#7492
Critics' Lounge / Re:New Bruce Brawn animation
Tue 19/08/2003 06:07:03
GIMP as well as many other "more powerful" graphics programme can do that (I think eric used PS)
#7493
General Discussion / Re:most important book?
Tue 19/08/2003 02:49:31
Hehe offtopic here:

That reminds me of what happened here yesterday.

As the Catholic Church denies Homosexuality, several gay men and lesbians rushed into a Catholic Church during a mass, yelling loudly, for equality, etc.

When I watch the morning news today, the bishop yelled on TV that the Police Force was not doing a good job with the matter, and he's angry, and such and such.
#7494
I don't think so, as it's not listed in the manual, unless CJ added it as an unsupported hidden feature.
As CJ wrote the scripting engine himself, if there're such thing, he would add it into the manual himself.

One way around it is to use 2 int variables, and check constantly with something like that:

if (low>99999999) {high++;low=low-100000000;}

and display the score with something like:

if (high) StrFormat(score, "%d%d", high, low);
else StrFormat(score, "%d", low);

Of course these are just rough codes, and I don't guarantee them to work good, you may need some tweaking. Such codes still cant overcome the problem if in "one-go" the "low" variable had exceeded its limit.
#7495
Hmmm I think it's been posted in the gen gen forum some time ago, by rode or whoever I don't remember.

Anyway, it's nice to see more adventure game links, even they're not AGS related.
#7496
The Penguin exploded! WOW!
#7497
Hmmm In my opinion It depends. As beta versions are meant to be for testing purpose only, so it's not for everyone in the public. By downloading and using a beta version you should be absolutely sure that you know what you're doing yourself (that bugs could remain, backup old games and such and such etc., of course I don't mean final releases are bugless).

However, the main problem is that most users, when they make their games, just want to use whatever version is the newest, as they think that newest versions must be betterest, that imposes a danger that they use a buggy version for making their game, and there are rare circumstances that (though it's really rare, but happened before) they made their games in a broken version which the produced cant even be converted correctly to work for a bug fixed version of the engine released later.

So I think that the files in a beta release should not be complete, so not to encourage people to really make a game with such versions.

Of course, leaving out the template files won't stop much people from doing silly things (updating game files without backup), but at least it's done its best to prevent (you won't be able to create a new game with it unless you know what you're doing).

If you're the one who know clearly what you're doing and is willing to test a beta version, you can copy the template from an older stable version already, so you can "fix" this problem yourself (unless of course, that the file format had changed and using an old template won't work).
#7498
All the graphics are nice, we want more! :D

But the talk cursor looks a bit scary to me ;)
#7499
heh yeah right ;D

But for those games what they did were either direct modification of the palette entries (for example, the character used colour slots exclusive to himself) which doesn't require these tinting functions (though the drawback is that you have to change everything with the same colour slot in whole), the other is of course, with calculations.

However, the problem is that most of the time these calculations were done possible because of designs, that mean, everything needed to be tuned carefully in design level, how you assign the palettes, whatever things use how many colours, etc., otherwise there may not be a magic (and fast)  way that the computer can do this effect perfectly for any arbitrary settings of graphics. The problem is that currently there isn't much of organized treatment on palettes in AGS, and might involve a lot of work (which probably won't worth it, as ppl needing much of such functions may go for hicolour anyway) implementing some.
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