Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Khris

#12381
You've used 300x200. The standard format is 320x200 or 320x240. I prefer the latter because of the square aspect ratio.

You are supposed to post here if you can't improve the pic yourself. You obviously know what's wrong with it, why don't you give it a shot?

I've fixed the size and did a very sloppy paintover to fix the most glaring error: the perspective.



And, as you've mentioned youself, get rid of the textures. Textured pics tend to look unnatural and flat. Another good idea would be to dump those black outlines, especially the ones surrounding the lower stones.
#12382
Damn, IE swallowed my post...
Great game, can't wait for Kludden!

Small bugs:
Spoiler
After getting the lens, you can get it again (and again, and again =)
When I played through it the second time, there was a scene with the captain of the crescent voyage. The first time, the game suddeny ended after they had found the treasure, so I though it had hit a QuitGame() and didn't think of it as a bug.
[close]
#12383
Critics' Lounge / Re: Roxy Fox final version
Wed 25/01/2006 09:40:32
Finally someone has the guts to ask him ;)

Corey, keep in mind that annoying people anonymously over the internet is now a crime. I was often really tempted to flame you because of the meaningless bs you tend to post in e.g. sprite jams. Just stop it.
#12384
Hints & Tips / Re: Infantry Division 1338
Wed 25/01/2006 07:17:52
Ness:
Spoiler
Select McCoy (i think, the guy with the knife), then interact the pilot. McCoy should throw him over the gap.
[close]
#12385
Ashens script uses 2.7.x code. I would recommend switching to the newest version.
#12386
Check out the on_mouse_click() function in the global script.
Look for the lines where it says
Code: ags
Ã,  if (button==eMouseRight) {
Ã,  Ã,  Mouse.Mouse.SelectNextMode()
}

Just remove this command.

Another way:
The command cycles through the cursors marked as "default" in the cursor pane, so you could disable the other cursors by deseleting "default", then set Use as active mode in the game_start() function.
#12387
Critics' Lounge / Re: Roxy Fox final version
Tue 24/01/2006 13:36:57
I wanted to change the legs only at first, but then I ended up pushing the pixels. My face is a completely different approach, but maybe you find it useful.

3xÃ,  Ã,  ed:
(14 cols instead of 12, not counting the background)

EDIT: some small tweaks
#12388
Once I figured out how to disarm the trap I ran straight through to the end, but it was fun and innovative nonetheless, really cool game :)
Btw, what happened to division 1337? ;)
#12389
Hints & Tips / Re: Lonely Night
Mon 23/01/2006 19:10:50
Danke :)
#12390
Hints & Tips / Re: Lonely Night
Mon 23/01/2006 18:56:11
Yeah, I figured the ropes would have something to do with it, but
Spoiler
I have got only one rope, made out of the bedsheets, tried to cut it on two, where can I get another one?
[close]
#12391
Hints & Tips / Re: Lonely Night
Mon 23/01/2006 14:37:52
How do I
Spoiler
jam the door?
[close]
I'm pulling my hair out here...
#12392
Code like this goes into the game_start().
#12393
Hints & Tips / Re: Lonely Night
Mon 23/01/2006 12:20:44
I'm stuck there, too. Can't find the manual...
#12394
I'm afraid that's not true, struct definitions go into the script header.

But you have to export the array if you want to import it.
A export goal; after Goal goal[29]; should solve your problem.
#12395
Quote from: ScottDoom on Wed 18/01/2006 04:47:21Just out of curiosity, how do you go about figuring that out?

Well, when I first discovered AGS, I read the complete manual and pretty much every thread in the Technical Forums :) It's the hard way, but it worked for me. I used to do this at work while my boss was on the phone or sending mails, and it surely was more productive than browsing through websites with links to funny pictures ;)
#12396
Critics' Lounge / Re: A regular guy's bedroom
Wed 18/01/2006 02:57:14
It's kinda cramped, not much place to move for a char.
While the bed looks fine, the desk and chair are seriously off. The window is too small, IMO, and I'd loose those fat outlines.
#12397
Could you post your try at the second shot?
I assume you did something like pasting a 50% version of the first one into a blank bg, then tried to draw around it.
I did this myself, but couldn't see any whacky lines.
#12398
You'll need this:

Code: ags
function repeatedly_execute() {
Ã,  if (gKarma.visible) {
Ã,  Ã,  GUIControl *myctrl=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
Ã,  Ã,  if (myctrl==testbutton) {
Ã,  Ã,  Ã,  testbutton.NormalGraphic=XX;
Ã,  Ã,  Ã,  // change other buttons
Ã,  Ã,  }
Ã,  Ã,  else {
Ã,  Ã,  Ã,  testbutton.NormalGraphic=YY;
Ã,  Ã,  Ã,  // change other buttons
Ã,  Ã,  }
Ã,  Ã,  if (myctrl==anotherbutton) {
Ã,  Ã,  Ã,  ...
Ã,  Ã,  }
Ã,  }
}


I've tested this, it should work fine, I've noticed though that GetAtScreenXY returns null if the button image's pixel is transparent.
#12399
Just found this thread again, here's my two cents of incredible efficent scripting ;)

Code: ags
if (Maths.Sqrt((player.x-cEnemy.X)^2+(player.y-cEnemy.Y)^2)<=20) {
Ã,  ...
}


This only replaces the distance-if, of course.

EDIT:
Damn, ^ can't be used like that, true. I've confused it with another language.
This simply calculates the absolute distance in pixels, so the area is circular, correct.
#12400
One main difference is that objects belong to rooms and can be placed in them using the room editor, while chars are room-independent.

There are situations though where using an AGS-char to represent an object is better. If the player is able to drop the object in any location, it would be a pain in the ass to create the same object in each room. Or if you're using a LucasArts-GUI that allows only characters to be talked to, but you want the player to be able to talk to an intercom, for example.

Another reason why I prefer objects and chars to be handled seperately: It is way easier then to make a dynamic cursor that automatically changes to a talk icon when moved over a char and a hand icon when moved over an object.
SMF spam blocked by CleanTalk