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Messages - Knox

#661
Wow very good input...I totally agree to have a plot and not just a bunch of tasks. What I was thinking of doing actually is having the main character battle depression...which is common in law enforcement...divorce aswell since the stress of the job greatly affects married life.

Then theres alcoholism aswell, but I feel thats been done too much :P

There are some "random, pointless" events in the game for sure (cause that happens everyday in an officer's life), but there will be some incidences that seem random and pointless but turn out to be very important in the end...
#662
Hi!

Ive been working on my little police-game project for a while now, mostly getting the gui's/menus done, some placeholders, etc...Monkey's is also helping majorly in the script area to setup the "base" mechanic/gameplay of the game...Im now starting to slowly put the game story together, and I was wondering what kind of events/subjects/characters you would like to see in a police game (like police quest).

It would be great to get your input on this, I would love to include as much as I can of your suggestions!

Example:

-Play as a swat member, a homicide detective, pulling over a drunk driver, arresting a vandalist/arsonist, drug raids, the subject of police brutality, Internal Affairs, planting evidence, etc...

Any idea is appreciated, as crazy or simple as you can think!

:)
#663
This is one of the games I cant wait to play...sigh, the good old sierra days...!
#664
Hey Densming,

Hopefully you can update your book as AGS updates...Im not sure if Im mistaken but there are lots of features added/changed since the release of your youtube videos.

If somehow you could keep updating your vids/pdf, man, this is extremely awesome!
#665
The link for 1.6 is in the first post, right (or am I a huge retard)?  :P
#666
PM me if you need help with something! I got my vid to play fine from AGS, I can explain it to you if you wish.
#667
This is great! Thanks a lot for taking the time to do something like this!
#668
Hey guys!

Ok, well they are 16x16, Ill try to fiddle with the size then and see what happens.



Thanks for the posts, Ill uh...keep you...posted, ahem. :P

**EDIT**
Ok, I made the top and bottom border sprites to 3x16....and it now works!

Thanks guys, I appreciate your help! :)
#669
Hi,

Ive run into a problem that I only recently noticed with the borders in my custom text gui. It seems that depending on the length of text to be displayed, the top right or bottom left corner sprite gets switched with the center sprite, so it looks something like this (look at top right corner):



That spot should be transparent, like the bottom left corner...

The 8 border sprites of  this text gui are png's with transparency (a pink color). The game is 1024x768, 32bits.

It "sometimes" does this, and if I modify the text where it bugs (like removing or adding a character), the bugged corner returns to the normal transparent display.
#670
Yep, its fixed! Sweeeeeeet.

;D
#671
Hey Abstauber,

The custom dialog GUI is now centered, even with side-borders and full screen....yes! Thanks a lot!!

Also, the highlight images/push images for the arrows works great...thanks a lot!

I might be mistaken, but I think that the scroll rows function might be broken though, not sure(?)...could be just me :P...perhaps you can test on your end? Im setting it to 5 like before, but it only scrolls down 1, like before the feature was added (but again, it might be me who did something wrong so Ill go double-check, :P)

Great work as usual...:)
#672
Quote from: Pumaman on Sun 31/01/2010 16:12:26
Yes, this is an issue with the CustomDialog module, it needs to be fixed by the module author.

Ahh! Super, ok Im sure he's aware of it then (?)
#673
Hi,

Ive noticed while in fullscreen mode 1024x768 with the borders activated (RC3) that the gui for custom dialogs (Austauber's module) gets placed off-center...and to the right.

I can provide a screenshot if needed.
#674
Serious? Aw crap!

Ok, Ill try to contact him then :) Ill still give another shot, Ill let you know if somehow I figure it out :P
#675
Hi,

Ive been fiddling with the PlayVideo command and with .ogv video files. Ive been able to get the video to play when I press a button that has the proper script attached to it, and also I can successfully get the vid to  automatically play when a player enters a room (before or after fade-in).

What Im wondering however is what could be done if I wanted a video .ogv to be playing (looped) constantly in the background, with gameplay still working "over" the video? Ive check-out the theora plugin + forum, but I have to admit Im not too sure how to get it done (sorry, I really did try). I tried Scotch's demo, and its pretty much what I would need to have...except instead of putting code in the room script, I would need to have it in the global script (Im guessing) since its for GUI background animation (when the inventory or Settings menu is opened, there is a background animation). Right now Im using animated views, but its pretty heavy since there are a lot of full-screen sprites looping.

Perhaps someone could walk me through it? It would be appreciated, Ive been stuck on this for a good week :(

#676
I would match your 300$ (can) aswell.
#678
Hey,

Yea, the best way is to just start something...even if its full of placeholder art, its the best way to learn. If you watched those videos + read the tutorial, you should be more than ready to atleast make a room with basic functions!
#679
Hey abstauber,

I was wondering if it would be too much to ask to add another feature to this already-great module?

It would be nice to have highlight image and push-down image for the Up arrow and Down arrow

Something like:

Code: ags


  this.uparrowHighlight_img     = 45;
  this.uparrowPushed_img     = 45;

#680
Ah ok, its just one of those "rules" "thats just the way it is" kinda deal.
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