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Messages - Gord10

#201
I guess you meant

Code: ags
value1 = value2 & 65535


in the second code?


I have come up with the solution of creating an in-game function that reads our hexadecimal string and returns the integer value.

Like

Code: ags
value1 = value2 & func("FFFF")


#202
The Rumpus Room / Re: Happy Birthday Thread!
Tue 15/09/2009 11:16:43
Happy birthday, Barbarian!
#203
Yes, I remember CJ's this post. I agree that 1024*640 is a curious size to request (honestly, downgrading 1200*800 essential graphics to 1024*768 does a better work),  I just wanted to be sure if there was a better solution than the ones I am planning to use.
#204
"It"?

Honestly, I have been thinking that the famous 16:9 looks prettier than 16:10 (especially for the cinematic scenes), but I tended to design the game in 16:10 assuming it was the common widescreen ratio. But now I see that "true widescreen" monitors in 16:9 exists, as well, and this may mean any other problems can occur.

It's good that I'm still at the beginnings of the game, it won't be too hard to convert the graphics to the most appropriate size.
#205
It wouldn't be a problem -at least for me- if the room scrolling doesn't get allowed, as I'm not designing any scrolling room.  


This example image is 1600*1000 sized and it looks the way I want on widescreen when I resize the image to 1024*768 and import to AGS with those settings I mentioned.





Not surprisingly, the image is going to look weird running windowed (and even when running fullscreen in a 4:3 monitor), like this. My current solution is to ask the 4:3 monitor users to change their monitor settings in order to get this or to prepare an alternative version for 4:3 users without needing to ask the players to do anything.

But I belive there may be a better way to keep the graphics for both monitor ratios.

#206
To original post;

Why doesn't it work to create a female character that possess the all unique properties we want and then just to change her gender?

And vice versa, I believe changing the gender of a character that's designed to be male wouldn't be too hard. This could give us a 3rd type story ProgZmax mentioned.
#207
I guess the hot potatoe system could be very effective.
#208
I have read the discussions about the usage of 16:10 ratio in AGS, which are rather old. I couldn't decide whether I should had posted this text in AGS 3.2 Wishlist topic, because this is both a wish/suggestion for AGS and about my approach to being able to use widescreens efficiently.

I am making an AGS game in 1024*768 (to be exact, I'm remaking what I have done with AGS during last one year, because I'm not satisfied with the result) (and I don't want to lower the game to 640*480 or 640*400) and I have concluded that 16:10 is the most suitable aspect ratio for the game. Even though AGS doesn't have an available ratio for such a high resolution, we are still able to make the essential graphics in 1024*640 (or *576) and put horizontal bars to complete them to 768 height.

And we have a new "Slide borders on widescreen" feature in AGS 3.2.0 Beta to keep the visible aspect ratio of our games, so we can say that games with 16:9 or 16:10 can be done with 1024 weight.

However, we encounter the windowed box discomfort when we use manual horizontal and automatic vertical bars in a game working on widescreens, like in this example. The ratio is kept, but there must be a way to fill the fullscreen.

Assuming graphic options like 1280*800, 1024*640 couldn't be added, we have to use those window boxes in our games on widescreens while they were already designed for widescreens or we will turn back to 4:3.

Or we are going to make use of this simple approach that I'm planning to use: Resizing our 1280*800 graphics to 1024*768 and disabling "Slide borders on widescreen" feature. It is going to corrupt the ratio of essential graphics, but we are going to be able to use the full widescreen like in this and this (this one can be disturbing, you are warned) example, in case the game is designed as 16:10.

And what about 4:3 monitors and windowed views? The solutions I come up with are:
*Preparing an alternative version of the game which is most suitable for 4:3 screens (the hardest solution)
*Asking the players to lower their monitor's height setting manually. It needs to be done only once, because the PC remembers the monitor settings for each games (at least for me. can be a Windows XP feature?).

But I believe there must be a better way to accomplish satisfying my game's need, doesn't there?
#210
The Rumpus Room / Re: Happy Birthday Thread!
Wed 09/09/2009 19:45:51
Happy birthday, Nikolas!
#211
It seems like China is really successful in population increase.

P.S: That Flash animation made my day. It is exactly how I imagine those people!
#213
Advanced Technical Forum / Re: Film Noise
Tue 08/09/2009 05:51:04
Let me explain my own method:

I have got a dozen of pre-made noise sprites that constitutes the noise animation view.   http://coolbluefiles.net/noise2.png is one of those.


noise.Transparency=92;
noise.SetView(Noiseview);
noise.Animate(0, Noiseview, eRepeat, eNoBlock, eForwards);

is the code that's put in function room_Load() of the room. The appropriate transparency value changes according to the room itself, it needs to be obtained seperately. (I use a debug script that changes the object transparency according on the keys pressed, then it's easier to obtain the appropriate value.)
#214
Maybe it's Maybelline?

(I will never get bored of this joke)
#215
General Discussion / Re: The good old days???
Sat 05/09/2009 23:15:56
You had got unlucky computers, it seems.
#216
We are planning an Italy vacation with my sister for 2010 summer. I will have a chance (not that big, though) to visit you if you do it in Rome.
#217
Hints & Tips / Re: Time Gentlemen Please
Thu 03/09/2009 16:30:48
Oh, thanks!

No, I had read Ultimate Game Solutions, too and I was stuck at the Time Rips â€" Space ship part of the walkthrough. I hadn't got the magnet before and was unable to go to dungeon again.

Spoiler

But it is very my bad that I missed the "The go through and see the dino-guard marching outside. When he’s not looking, use the flask with oil on the floor and he’ll slip." sentence, it was what I needed.
[close]

Thanks again!
#218
Hints & Tips / Re: Time Gentlemen Please
Thu 03/09/2009 01:21:01
I'm stuck at the point where
Spoiler

we will use dino-magnet on the nail, because I don't have any dino-magnet yet.
[close]

I have read all the pages here and from the official forums and I still couldn't find out
Spoiler

which new item to use in order to pass the dino-guard. I couldn't find the skateboard that Dan used for relieving Ben, assumed it was what I needed.
[close]

Thanks in advance!
#219
What is more inciting than two AGS games appearing in my Steam Games list?
Congrats to both, I'll start playing two new games as soon as possible.
#220
It seems like some people were so bored.
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