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Messages - Gilbert

#7581
Adventure Related Talk & Chat / Re:AGS Fighter
Wed 16/07/2003 10:47:42
But there's no "throw' action in KOF91. ;)

Actually I think interested people can just draw the required frames (but you must set out some limits about size, etc) first, and then "compile" into characters by ONE person (of course for KOF91, this involves mostly only editting of text files), that way, consistency is granted, and it is up to that ONE person to decide which engine to use.
#7582
I agree with AGA, let's say the top 15 posters:

http://www.agsforums.com/yabb/index.php?board=;action=mltop
You'll see that even the top poster (Pumaman... who can that be?) had only made ~2500 posts or so, it looks like a large number, but compare the length of his existence here to one week, you'll see that 150 post in a week is probably too much.

Actually we want quality of posts not quantity. It's not a race as if to win something by posting many, but how you post and gain others' respect in this community.

Moreover, Pumaman paid for web space and the bandwidth of these forums, so we shall just behave if we're just going to post something that doesn't lead to anywhere.
#7583
Actually it's not really that case I think, the data file of AGS games are really simple format. But in newer version, for privacy and to save spaces for the compiled game, the room data included in the game files no longer contain the original script texts, but only the "compiled" scripts. So even if you "decompile" a game's file, you can still get most of the stuffs, but you're no longer able to edit the room&global scripts as their source texts are lost.

EDIT ok in V2.5:
NOTE: It is now IMPOSSIBLE for your game to be de-compiled - even by me.
But I wonder if it's really impossible to de-compile everything, moreover, PDA was made with an earlier version I think.
#7584
General Discussion / Re:what game is this
Tue 15/07/2003 04:52:36
RON: I Spy

You can see the game names by hovering your mouse over the banner and see the popup hints anyway...
#7585
All I can say is that, CJ HAD made such a programme, but there's no way you can get it. It's for emergency only (ie for game makers who lost his files in a HDD crash and want to retrieve back his own files).
So forget about it, or make one yourself, but then no one here will be your friend any more.

I think there's no point to continue this thread now. Can someone lock it?
#7587
Good job, at least you captured the feel of the character.

Actually I think  Monkey Punch had a habbit of drawing thin characters, you don't need to follow that if you're not going to copy his exact style.
#7588
General Discussion / Re:Damn hackers
Mon 14/07/2003 08:49:21
That again...

Seems that someone's really that lame to hack page links posted on these forums, hopefully its' not him again...
#7589
Hey that's great, as I only saw a censored version of that pic in newspaper here. ;D
#7590
That is our Roger Wilco. ;) I think people are just jealous of the talent Pumaman has.
#7591
Since there're no written rule about it, so it doesn't matter, I don't even care if it's just the shrinked version of a large picture, given that the pic is recognizable and clear when it's at the size restricted by the rule. So it's up to how the rules are written, which don't need to be the same every time.
#7592
wow freestyle!

I think the reason for the lack of entries last time was that not much people knew eric well and you didn't point them in the direction to find his photos (at least post a link), I once decided to attend, but gave up since I was too lazy to find them, so lazy that I didn't even check links under ppl's sigs.

* Gilbot V7000a thinks if he can do something this time.
#7593
But there was a blown up doll in LSL1 anyway.
#7594
General Discussion / Re:Further proof....
Fri 11/07/2003 02:11:51
I couldn't download it, but judging from your description I know I'd seen it, it's just one entry of the imitation show, which was shown there for many years

I remember many years (10+) ago a TV channel here did bought that show, it was good, but lat0r as years past, there weren't that much of new ideas anymore, leaving mostly cliche of old entries, and some years ago, it wasn't shown here anymore.
#7595
There is an easier way, use a GlobalInt().
First think about using which GlobalInt you want to use, say, you use globalInt #10.

Note that all the globalints were already defined and set to 0 when the game starts, so you don't need ot define them yourself.

In the dialog script where you want to set the variable to a value, just use:

set-globalint 10 1

so GlobalInt 10 will be set to 1 there, then in your "walk off edge" script:

function room_a() {
// script for room: Walk off right screen edge{
if (GetGlobalInt(10) == 0){
   MoveCharacter(SAM, 300,120);
   Wait(70);
   DisplayMessage(5);    
} else if (GetGlobalInt(10) == 1){    
   NewRoom(2);
}
}
#7596
Mosaic agsedit!








What are we doing actually ?
#7597
woah crab with NUPPL35!1!
#7598
Ok, this week:

AGS Sea Monster

What does that mean? Basically it means that you think of a sea monster which is AGS related, how it's related to AGS is not important, as long as it composes of feature(s) recognizable by AGSers that it's in some sense relevant to AGS. For example you can draw a giant squid carrying a blue cup, or a fish with Larry Vales' head, or a crab with m0ds' face on its back, etc. So it can be anything as long as 1. it's related to AGS (no matter to AGS community, the AGS engine, AGS games, etc.) and that you can convince yourself that it's a sea monster.

Here comes the specs:
Size: Not more than 100x100 pixels
(note that means it's horizontal res. need to be <=100 and same goes to the vertical res. I don't want to limit it to exact size because that's not that important anyway, as when your sprites are smaller than the size, you can always add empty space to it already, so you don't need to do this this time.)
Colour: Unlimited
(As different people like to use different tools for their artwork, I don't want to limit the number of colours now, as previous experience told me that even if you limit the colour depth, someone can just draw a say photorealistic sprite in true colour and dither it into lower colour depth anyway, which made the colour limit pointless, so just use as many colours as you want.)
#7599
Thanks for all. I'll think of a new topic and post soon. :D
#7600
Got it on floppies 10+ years ago, but that's not the latest version, which didn't support VESA, so I was stuck at 320x200-256 after I had changed my graphics card.

But you can google to find the new version (which I did), it's abandoned anyway.
I think V2.3 is the newest (note, in some site there's a V3.0, which I think was just a hack of version number for V2.3, as file compare showed only a few bytes difference, but it's V2.3 anyway).
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