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Messages - Ishmael

#61
Depending on instruments 128 messes some frequencies up. 160 is the more than enough option for MP3, Ogg quality 5 is about the same but compresses better IIRC. Might be wrong though, been a while since I concidered myself with size of files when compressing :P
#62
As I have absolutely nothing to do otherwise I want to get filming more stuff for this :P
#63
The framework might need SP2 or something. Anyway it's good idea to have SP2 atleast anyway.
#64
.NET framwork issue?
#65
Quote from: Ponch on Mon 24/08/2009 17:30:37
* Why no "e" in "whisky." You guys over there stick extra vowels in everything, which we dutifully remove over here. But in this case, we're left in the rather uncomfortable position of "vowel-ing" that word up to size.

I've been told it actually is "whisky" if it comes from Scotland and "whiskey" if it comes from Ireland. Don't know how real that is around there though. :P
#66
Assign the dark and lit-up sprites of the building into a view loop as you see the flickering right, set the thunder sound as frame sound for the first or so frame, then just Object.Animate it on a timer.
#67
Quote from: Tyr on Mon 17/08/2009 11:54:07
So the only way is with drawing the shape?
That renders it all a bit pointless...and I'd imagine would lead to this problem (certainly when I've tried that I end up with horrid dancing sprites).

I don't see what it renders pointless. It makes the importing process a lot faster if you're doing your sprites in a sprite sheet.
#68
With grid import you can import a grid of sprites from one file -- That is, when they're lined up the the same bottomline and are even distance away from each other in the image, you just need to set the frame size, and use grid import to grab all the sprites at one go. It's really about placing your sprites in the image to get them in right.
#69
I'd think 90 degress is a bit much for any piece of computer hardware. Check the card's cooling for any masses of dust or such, and also make sure the case is cooled properly, just in case.
#70
If the images are all the same size, are the sprites in the same position within the image?

As for the borders, sounds like anti-aliasing to me. Check that you don't have any aftifacts remaining around the edges of the sprites that are not exactly the same colour as the background.
#71
Not really that strange, .tk is a free redirecting service (though I don't know if this domain is more or less paid for?) so you can't expect the same level of service quality than from a full-blown paid host. Yet, the .tk address does work for me just fine.
#72
Site & Forum Reports / Re: New AGS Website
Sat 15/08/2009 21:42:32
I'm liking the current look alot. Nothing new that stands out bad to me :)
#73
Site & Forum Reports / Re: New AGS Website
Thu 13/08/2009 09:40:19
I like the game detail page layout, as well as RickJ's suggestion on the Games page. And continuing that, could the AGS Awards section be tiled like the Showcase is here? The side box is OK in my opinion. The bottom of the page could use something. A big "Lucky Dip" button with a touch of air up and down of it?
#74
Site & Forum Reports / Re: New AGS Website
Mon 10/08/2009 19:09:29
The games page just sort of ends suddenly, without warning. I don't know if there's anything to put there, but it's somehow odd to me now it just suddenly stops.
#75
This reminded me of Scanner, which seems to work on Windows 7, too, although I recall having some problems with it on XP... Might recall wrong anyway, or have used an ancient version :P
#76
Am I too far from the box with thinking AGS3D?

But I suppose it's not working with 3 anyway.
#77
A local is still a local, either you love it or don't or even deep-fry it.
#78
You could've just renamed the cursor modes...

iContraption.RunInteraction(eModeFiddle);

So actually being able to get the active mode seems feasible. Having all of them on the grid might confuse new users, but people who need them would know they can script it if need be.
#79
Ah, ofcource. That's what you get when reading this stuff half-asleep. Yeah.
#80
I meant compressing as in zipping it. But since there's so little audio that's not the case.

How big is the acsprset.spr file for the game? If that is nearing the final exe size, then it's sprites amounting to that size, and there's not much you can do about it if you don't want to cut down on the amount of animations.
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