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Messages - Ishmael

#2941
Um... No, as far as know (?)

----- EDIT -----

It was a slowdown, I see now... It works perfectly... Seems AGS is sensitive with large objects or something..?
#2942
I did suggest that earlier, aswell, and I was adviced to use #define :P But however, that could be usefull :)
#2943
Quoteyou could just define the rooms in the global script header

That's what I now need to do.

I mean, like, now I must, and if I add a new room def, I need to put it into both, the header and the track file. If I could #include my track file, I only needed to add the #include into that fine, and that way, I would be better on track of my room names. Also, with the functions, like I write them down on a file, and include it, it's much easier to modify, if I for example need a Wait(1); in a function of mine, and I am editing room scripts, I would just need to edit the text file in my game folder. This would save coding times, IMHO.
#2944
If this don't belong here, move it k? Just that I want to know... about object vs character.

Ok, for my MAGS game I have i the first room three rather big objects plus one small, which I could have drawn into the background, but I didn't, because then I couldn't make then disappear. all of the need to, and they can be removed in any order, except for one of them, which requires another to be removed. That make sense? Anyway, using a background frames wont work, as I'd need like 13 frames to do this.

So, do characters slow down the game as much as objects? I mean, if I make the objects characters instead of room objects, does the game run slower? I have larger objects in many rooms, I have not yet build them, however.

I was just thinking...
#2945
Also, the number of colors and the complexity of the images matters, AFAIK, so makeing simpler bgs or sprites might drop the file size...
#2946
Eh... I understood his sprites become too thin in the 320x200 res, since the monitor is 320x240 size, and by stretching them horizontally makeing the sprites fatter, but in the game they would then look normal.

Or cource, the letterbox can be used to go around this... in the games setup, the player can choose if they want to see the sprites normal or vertically stretched...
#2947
Eh... exuse me? On black background? In the game? Or in the editor? and... I think it shoud go transpearent.... or?
#2948
General Discussion / Re:Birthday spam!!!1
Sat 18/10/2003 20:59:23
Birthday, a happy one, don't pee too much cake... I mean eat... or whatever... ::)

I'll go establish a terrorist group which pees on Bush from hijacked airplanes... :P Or not... dunno
#2949
I tried, and noticed I cannot use #include in AGS. This would make the room etc. naming lot easier, like, I have a file called roomnames.txt in my game directory. Then, in the script header, I add the line

#include "roomnames.txt"

and, if I want to add a new room name to the list, I don't need to add it to both the header and my track file (I keep record of my #defines in a file so I don't need to keep opening the script header if I want to check a room name or number).

The text file could be like


// Room names

// Intro
#define rINTRO1 1
#define rINTRO2 2
#define rINTRO3 3
#define rINTRO4 4

// Home
#define rBEDROOM 5
#define rLIVINGROOM 6
#define rBATHROOM 7
#define rKITCHEN 8
#define rHALLWAY 9
#define rCLOSET 10

etc.



So, it would be the same wheather I put the defines into the header, or put 'em in a filen and #include them.

Or?
#2950
... or do people just click the OK without reading the messages ... ?
#2951
Go to the Sprite Manager, select a folder or create a new one, then right-click in the right part of the window, and select 'Import new sprite' from the pop-up menu.
#2952
General Discussion / Re:Behind the Hotel
Sat 18/10/2003 19:27:23
Over... well... someone's dead body! ;D

Oops... I hope there was no-one behind the hotel when my incendery bomb accidentaly slipped in there...
#2953
QuoteAnd for characters, you need to import the pics in the sprite manager, then make them views in the view editor, and set the views you made to characters in the characters pane.

What size is your bg? If you drew 640x400, and try to import it to game with res set to 320x200, of cource it is too big!  ::)
#2954
Competitions & Activities / Re:OCTOBER MAGS
Sat 18/10/2003 19:11:39
I ares teh entering, with the game done for except putting it together, all graphics done, just fiddling with AGS now... GUI allmost done... just a few things to double check so they work... I think I get it done be 25th...

I'll need to copyright teh "Whatever"... ;D
#2955
eh...  ;D character[CHARID] dot....
#2956
In the room editor, use the import button to import room backgrounds. And for characters, you need to import the pics in the sprite manager, then make them views in the view editor, and set the views you made to characters in the characters pane.
#2957
Paint has been in window for the whole of it's existance... AFAIK... in 3.x it was named PaintBrush... :P
#2958
In the manual, functions like SetCharacterIdle and the global variable character[CHARID].talkview... ;D
#2959
Yes you do, the freehand. You just can't make it bigger...
#2960
This could be usefull... a workaround is to keep track of them outside AGS (or in AJA's ScriptEditors GameMemo), like in a text file...

Quote
View 1: Main char walking
View 2: Main char talking
View 3: Guard stand & talk
View 4: sleeping guy
View 5: Main char Pick up

and so on...

Bad idea....
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