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Messages - Jade

#21
Yeah....i think i've exagerate with dark areas too.... :-\...i might add another kind of light source to make things more various.
#22
Quote from: Not Yet... on Sat 16/07/2005 10:03:39
Wow, they're really great... I don't see much lack of detail in them. I guess the third background could have a bit of stars showing, as it doesn't seem to have clouds in that one area.
I agree, the third is the one i like less...actually the sky is completely covered...do you think i should add some clouds effect?
#23
I like this subject! When i'll find the time i'll try something... :)

EDIT:
Well...i made quickly a photoshop drawing...



#24
I taken some screenshoots from my game...actually for the moment i'm working mostly with the art part(backgrounds, animated objects, sprites and other visual effets that i want in the game) and i need some suggest about it.

I'm using a 3d scenery maker and in some rooms i feel they are lack of details...what do you think? What would you add in these screens?









#25
Quote from: Scorpiorus on Fri 16/05/2003 22:04:36
No, not for everyone drop. :) Actually if you would play a sound for every drop you don't hear much because of limited number of sound channels. But having a function that returns is there specified amount of drops have fallen could help to organize sounds. Like srIsDropsFallen(int amount) returns 1 if there is 'amount' of drops or less have fallen right now. So you could check it repeatedly to change the sound to play:

repreatedly_execute() {

if (srIsDropsFallen(30) )
Ã,  Ã, PlaySound(1); // for about 30 drops
}
else if (srIsDropsFallen(200) )
Ã,  Ã, PlaySound(2); // for about 200 drops
}
etc.

or maybe using an interval as usual: srIsDropsFallen(int min_amount, int max_amount). :P yep, that's probably better.


Hey Scopiorus....i was thinking to arrange the sounds effect testing the rain amount...

for example:

in my case i set rain amount randomly...so...i've this script:

int ran=random(400);
if (isTimerExpired(i)){
srChangeRainAmount(ran);
if (ran > 100) {
PlayAmbientSound(1, 6, 50,0,0);
}
if (ran > 200){
PlayAmbientSound(1,6,100,0,0);
}
if (ran > 300){
PlayAmbietSound(1,6,200,0,0);
}
settimer(1,1000);
}


In this way i got a nice and credible sound effect that only increase volume with the rain amount.Ã,  :)
#26
Ok...i'll try...thanks. ;)
#27
Ehmmm...this plugin seems very interesting....but i've difficulties making it work in my game....

I've read the attached file with the instructions...but i dont know how to do the script in a certain room. :-[ Sorry if my question is banal...but i really need to put every rain/snow setting in the room script or what?

For examble...if i want to see begin to rain in a certain room....what main function i've to use?

EDIT: ignore the message above...i solved the problem myself...i've only another question:

If i put this script...

srChangeRainAmount(100); wait(50);
srChangeRainAmount(200); wait(50);
srChangeRainAmount(300); wait(50);


...inside the "if" where timer is expired, every time that rain change amount my game goes in cutscene mode for few seconds...why?

Oh...btw...this plugin is really awesome!  ;D
#28
Quote from: [ ... ] on Tue 05/07/2005 23:41:52
Quote from: Jade on Tue 05/07/2005 12:38:36
Is there another way to make a decent effect?

Create a new character and then make it "invisible" via checkbox. Now place him next to the main character or whoever you want to have the shadow with an offset of some pixels. Make sure to update his position in the repeatedly_execute ( ) function constantly using the char[SHADOW].x and char[SHADOW].y variables.

It's kinda complicated to add all the animation and stuff but that's in the nature of shadows, I think.
Wait...how do you place it next to the main character? Do you use "follow character" or another script?  ???
#29
Well...i feel confortable with it and i'll go on with it.  ;)
#30
Quote from: Pod on Tue 05/07/2005 16:44:14
Tried setting the number of pixels to 0? or 1?
yes...but the character "shadow" walk around before reaching the right distance... "follow_exactly" seem working right but i've that problem i mentioned above...
#31
I was tring to make a shadow to my character...putting in the global script this commands:

followcharacterex(shadow, jade, follow_exactly, 1);
set trasparency(shadow, 50);

note: shadow has his own view with each walking loop to look more realistic

My problem is that in the game the character "shadow" follow exactly "jade" but its static(i mean that it doesnt loop the assigned normal view).

If i sobstitute a number of pixels to "follow_exactly" then "shadow" animate but it doesnt follow the main character like a true shadow... :-\

Is there another way to make a decent effect?
#32
Jade because its my name in english.... :P
#33
Me too i like more the art creation. Programming can seem boring when I dont know how to start a certain script...but when i find the right way to make what i want is really satisfating.  :)
My suggestion is to begin with little things...then with other more complicated.  ;)
#34
Vue D'Esprit is a very friendly program...you dont need to be a 3d modelling expert to create beautiful backgrounds. You need only some imagination. ;)

To largo: yeah...i'm planning to use music and sound effects on my game...its the part i like the most. :)
#35
Quote from: largopredator on Sat 02/07/2005 18:52:09
:o

And why is it that you wanted to use painted backgrounds again? These 3D renders are awesome! (Unless you can draw even better ;)).
ThanksÃ,  :)...actually they are a bit edited with photoshop...but some of them are pure 3d renders.
I made about 25 rooms(some still need work on the particulars like hotspots object etc...) so far...and the game is already big...46mb!Ã,  :-\
#36
Thanks for the answer... :)...yes...i feel confortable to adopt this technique...of course i'm tring to use a camera position to make a proper adventure background.
Later i'll post a sceenshoot...

EDIT: here some from a dark location...
any suggestion is appreciated





#37
Hi,
i'm tring to make an ags game with rendered backgrounds...well...the programs i'm using is "Vue d'Esprit 4"...a good 3d scenery maker. I would like to know your opinion if this's a good idea because i've seen that mostly of the games here has painted bgrounds and they look very nice!
The resolution i'm using is 480x640(or something like that...) and i think the game size will too big...what do you think?
#38
Thanks! Now its more clear...i'll try it...thanks again!  ;) :-*
#39
Quote from: Candle on Sat 25/06/2005 23:01:28
Just change the X & Y to off the screen .

MoveCharacterDirect (CHARID, int x, int y)

Moves the character CHARID from its current location to (X,Y) directly, ignoring walkable areas on the screen. This is identical to the "Move to, ignore walls" animation command.

Example:

MoveCharacterDirect(EGO,222,145);

will make the character EGO walk to 222,145 ignoring walkable areas

See Also: MoveCharacter, MoveCharacterPath, MoveCharacterStraight
I tried with the command "move character direct" putting offscreen values...but in this case the character remain stucked in the region... :(
#40
I've made an animation of the main character to use in case you fall in a hole or from an edge.....but my problem is that i dont know how to make it work in the game.

I thought to make an region where the character might fall with these script:

setcharacterview(charid, int view of the falling animation);
animatecharacter(charid, int loop, int delay, repeat one time)

now...how can i make the character falling at the botton of the screen?
I dont know if i've been very clear with my problem...but i'm not very good with english...thanks for the patience... :-[
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