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Messages - Ginny

#381
Personally the arms look fine to me (then again, maybe they're too long fo the body at question. I happen to have rather long arms).
I really like the graphics!

Ironically, I have recently started design on a short one-room game, and one of the tentative names was The Cell! :P I'll have to use some other name now.. Ooh I know! ;)
#382
Brilliant! Are you a proffesional animator, penguin? ;)
How long have you been animating?

This is a wonderful animation, but I second evil's suggestionn aswell :).
#383
By extensive scripting do you mean scripting event flags to be triggered in the global script at certain times to "pretend" NPCs have performed actions in other rooms? This could work, not that I plan it for the near future.

Anyway, thanks! :)
#384
This service seems good, my only gripe is the 5mb file size limit, but I don't need more atm:
http://www.clearhost.org/
#385
I love that there's a grey background behind the site content, really looks great, and the banner's coloring is much better IMO, but it seems a little too wide for a banner. It could grow on me though :) I like the games put in the collage/montage :)
#386
Competitions & Activities / Re:April MAGS
Sun 04/04/2004 21:01:14
Ooh, perfect, whacky games ahoy! I'm gonna hammer out the plotline and puzzles and dialogs tonight, maybe part of tommorow, and work on the main character, so hopefully I'll make this in time. :)
#387
I really like the banner! Adventure Games Live on! I love the idea of having the pulse meter thingy there :) Perhaps the background texture and the text (Game Team Design) could be more simplified in color, but other than that it's great! If you want it animated i'd suggest animating the pulse meter.

Oh, and I might like to be a mod if you want. :)
#388
Competitions & Activities / Re:April MAGS
Sun 04/04/2004 14:07:34
Hmm well I was more thinking along the lines that i need at least some music in the game, hehe.
Anyway, I have an idea in mind, but it isn't too original, also, I seem to have slightly forgotten what funk sounds like..
So, just to be clear that this fits in the rules:
You play a music fanatic whose idol musician has come to town to perform. You are the concert with a ticket you got for backstage, but you can't get there.. The antagonist is a lone-wolf kinda person who wants to stop the concert and kill you idol.
How's that for a premise? Does it work with the rules (I won't reveal the phobia yet)Not one of my most original ideas to say the least, but it should work. And this means, walkcycles! I'll work on my main character soon.

P.s. Does this mean the game doesn't actually have to be about funk music, but rather any kind of music, and any kind of musician?
#389
Critics' Lounge / Re:Genesis - The Cartoon
Sun 04/04/2004 13:44:59
"People who suffer from pregnancy":D I don't know if this was accidental or on purpose, but hehe.
Heh, nice comic, very funny imo. :)
#390
Oh, so that's what you meant by hall monitors.. We've never had something like that in our schools (or am I being forgetfull?), so I initially thought you meant Computer Monitor Screens which are located in the hall, which makes no sense to be called kids :P.
I might like to help with storyline at some point.
#391
1) ;D Hehe, actually no, what I meant in 1 is exactly what you meants in A, except you probably explained it better :). What I did was actually export the palette from AGS before changing to hi-color, and then took the exact color for area 1 (blue), area 2 (green) etc and used them for the mask, and despite this, the mask appeared as grey tones, which is apparantly for very high area numbers.

2) Hmm, I see, so this probably can't be fixed? Well, in that case I'll just use backgrounds for flat colours if I need to (like in the messagebox, I wanted just a flat color in the BG, but use a background the size of 320X200 or 640X400, depending on the resolution.
And when it's the other way around (sometimes I find great colors in the hi-color selector), I'll just do a printscreen and paste in PS.

3) Yes, I'm aware of this plugin, but:
a) I'd like to do it without a plugin, using scripting, as it would really be a lot of fun in my opinion, aswell as good practise, and
b) I'm not sure if the character control system allows the NPCs to just walk, or can it have them doing all sorts of actions, interacting with the environment,
picking up objects (at this point I'd find a custom function AddInventoryEx very useful, thanks for whoever it was who seggested it somewhere), interacting with other NPCs, etc, changing global ints, making random decisions, or decisions based on mood and personality, etc.. This is quite ambitious and I don't plan to have this complexity any time soon, but I would like to try out some random usage of character control between rooms, if possible.

And I also agree with all your other suggestions Steve, though I don't usually use copy from clipboard. :)
#392
Competitions & Activities / Re:April MAGS
Sun 04/04/2004 12:29:27
Err, looks like the rules dictate funky music in the game? or can I have like, mute concerts ;D.

Well, this will take some thought.

What do you mean by the world of funky music anyway?
#393
This sounds like a very interesting project, as a matter of fact. I probably wouldn't contribute a chapter (but who knows?) since detective stories don't start my creativity flowing, but I would like to play such a game, yes. Building a world like RON is a good, and you may even want to make it very detailed, but leaving room to add new locations and grow. This could become a very interesting TV show (I love detective TV shows).

P.s. what do you mean by "kids(Hall monitors)"?
#394
Competitions & Activities / Re:March MAGS
Sun 04/04/2004 01:50:53
Ooh!!!! *drools like crazy*
Must...make....game...
:D
#395
Interesting, I like the idea of having locations for all sorts of things, like you could have a location for many purposes: A control device which you need to walk to often, but of course this could be done with a hotspot walk-to point. However, if it's possible, I'd really like to see locations between rooms, that is you could tell a character to go to some location (not specifying room number) even when it's in some otehr room. This would help with cutscenes or what is called "cutting-out" bits where the character would just walk.
I think walk-to points for hotspots, objects, characters(?) should stay though. Well, not characters, they can move between rooms, but then again objects can move around in the room, which would make it vital to change the points.

I hope this made sense, though I doubt it. :)
#396
Yes I second that, that one loop looks so lonely.. :P
I tend to use animation loops for higlighting cursors, using the "Only when over hotspot" option and having one frame, so all my cursors are "animated". Specifying the frame too would be a bit silly though.
#397
I'm not too adept with the inetraction editor, as I don't use it, but use a Character - walk to coordinates command before adding the inventory (something like that), and put in the (x,y) coordinates of the place you want the char to walk to (you can get these by going to the general room settings and hovering your mouse over the spot you want. the coordinates appear above the background, x is first, y second.

As for your other question, make sure you've created the inventory item for the object you want to pick up, and changed the graphic (sometimes a new graphic is created for items, but you can probably use the one you have for the object).
Also, about the closet, it may be better to use an object for the whole closet, removing it from the background image, and possibly making an animation of the object. This keeps things a bit more organised, but it's more complicated to do, so you can just leave it like that (I never would've thought up ElectricMonk's solution :)).

I recommend you start taking a look at doing some of the actions you use the inetractions editor for with scripting, after you've gotten the engine basics down and understand how things work.

edit: Am I a slow writer today or what? :P
#398
3 Suggestions:

1) Could the mask imports for walkable areas and hotspots be imported in 640X400 aswell? Also, is it possible to import them in their actual colors, that is so that they automatically get values for hotspot1, 2, 3, 4, etc, or do they have to have grey tones(higher numbers)? I imported a mask for walkbehinds once with something that I wanted to draw in PS casue it would take too long and would look bad in AGS, but it's lots of little dots of colour that I didn't want to fill in again.

2) The RGB colour setting for colours in the palette or when selecting colors in hi-color mode are not up to 256 as is usual, but rather to 60. Why is this and can it be changed for better color selection for GUIs and talking colors? When it's a palette I can just import a palette but not in hi-color games. There seem to be a few problems with palette importing from a .pcx file also, is there a particular setting to be used when saving the file?

3) Could it be made possible to control character's movements and actions within other rooms? This would greatly increase the illusion of real time in a game, non linearlity, and general liveliness. The game would seem more like a world than a game, increasing immerssion, etc..

If you could take a look at these, that would be great :).
Thanks again for AGS btw ;D
#399
If you want the text displayed as speech simply use DisplaySpeech(EGO,"The bed."); this will make EGO say this text. This is of course assuming you havn't changed the script name for the main character, if you have, use the new name. You can select a colour number from the pallette (or colour selector for hi-color games) and use it for the talking color of the main character. You can have a different color for every character, LEC style.
As for custom text windows, there's really no point in making one that will look just like speech, rather if you want speech to stay on until you click, there's an option like that in the general tab. :)

edit: whoa, major lateness..
#400
Yep, happened to me too. I clicked Messaging and suddenly the menu seemed a bit different, aswell as the whole site having some large white space on the left, and then when I clicked some other link I got there.
The next time I went to messaging in the site everything was fine. Bug?
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