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Messages - Grok

#121
I did something similar in Jacqueline White, bad trouble in the Red Desert, see a test movie at the link below.

horsejumping

The horse has 3 modes, running, ducking and jumping. Collision is determined from the x position for the horse compared to the amarillo and the vulture and what mode the horse is in. If the amarillo is within a certain range and the horse is not jumping there is a collision. The same thing with the vulture except that the safe mode then is ducking.
#122
Glad that ye all liked my little picture, folks. Hope to see a lot more.

@Mandle
We the people of the little village of Comic Sans Pedro take a great pride in our hand lettered signs. Our best work is on the tombstones in our cemetery though. Just saying.
#124
Quote from: Blondbraid on Fri 13/05/2016 22:48:40
--- the reason I hastened things towards the end was that I wanted to spur myself to actually finish the game (I was worried that I would otherwise keep polishing the game forever if I didn't limit myself!). ---

I think that is a good strategy.

A lot of games (and other projects) has died from never getting out of the polishing stage of the process.
The options aren't necessarily
1) a less than perfect game or 2) a perfect game,
in reality it often is a choice between
1) a less than perfect game or 2) no game at all.

A live dog is better than a dead lion.
(or Havamal style; A man is better blind than buried.)

Once the game is released you can polish it up for a next version, or you can take what you learned with you to make your next project better.

#125
Played through it.

Very nice. A hard topic that I think you handled very well. :)
#126
@Blondbraid

Thank you for the link to the article. I had not read that article, but I knew a lot of what is in it. There also where a couple of things that I did not knew earlier, so thanks for that.

The actress Pearl White mentioned in the article is the source for Jacqueline's last name ("Jacqueline" comes from two pilots, Jacqueline Cochran and Jacqueline Auriol).

The movie serials in the article is much the source for the background of the "Red desert"-game, "The Hazards of Helen" is mentioned in the game as a serial made of a competing movie company to the fictitious movie company in the game. 

Jean Batten's cat probably had a rather bad life. The cat hated flighing and grew to be scared of the sight of an airplane.
Jacqueline's cat, if she will have one (that's still on the drawing board), would love flighing.  This would be a case of fiction being what the actually facts should have been. :)

#127
Update in the original post
#128
It the mustache is a trade-mark feature of the character you might want to exaggerate it and make it really big
[imgzoom]https://db.tt/jsRifC6A[/imgzoom]
#129
The best of luck with the fine tuning... or break a leg (if it is the theatrical tradition that should be followed):)
#130
I'm thinking about getting a cat for Jacqueline
#132
Update in the original post
#133
Walking sprites I will do with the character facing the direction they walk in (straight up, down, left or right).
Standing sprites I will generally turn a bit. The side views of a standing pose I will almost always turn, so the character is slightly turned toward the viewer. I avoid having the character standing with its feet on a line parallel to it's shoulders (unless it is a guard standing on post). It's just a question of getting something that doesn't look to stiff and unnatural.
This is what I've found to work best for me.

The diagonal view can also be called a 3/4 view.
#134
I would go with the straight line version but smooth out most of the lines. That will give the feeling of a tiled floor without showing how much liberties are taken with the perspective.

#137
Quote from: Noto on Tue 15/03/2016 21:54:24
--- The only problem are two very slight black bars on the top and bottom, --- Is there any way to get rid of those?


I don't have the same problem, so it doesn't seem to be a general ogv-problem.

Could it be that the size of the movie is different from the game size. Maybe something changed when you converted the movie?

If you play the movie separately outside the game, does it look OK then?

You could also try to change the third variable in the PlayVideo function.

    PlayVideo("MovieIntroS.ogv",eVideoSkipAnyKey, 1);

     0: the video will be played at original size, with AVI audio
     1: the video will be stretched to full screen, with appropriate
         black borders to maintain its aspect ratio and AVI audio.
     10: original size, with game audio continuing (AVI audio muted)
     11: stretched to full screen, with game audio continuing (AVI audio muted)

Doesn't seem to do any difference for me, as far as movie image sizes goes. But you could give that a try.

#138

I believe that the message
    unable to load video 'Montagefinal.ogv'

indicates that the program is trying to play the movie, but can not find it.

That could be due to spelling the name of the movie file wrong or to the file not being in the place where the program expects to find it. The file should be in the main folder
(where you have the different room files) when you compile the game to an exe file. Or at least that is how I do it. :)
#139
Maybe you should give the .ogv format a try anyway. It might be better than you fear. :)

For the problem of the larger preview window you might want to check the settings in the winsetup.exe file.




#140
Have you tried this:

"&1 \"This is Leech. Are you there, Malden?\""


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