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Messages - Knox

#681
Critics' Lounge / Re: Anti Aliasing
Tue 08/12/2009 17:07:42
Thats a nice looking cat sprite Khris...didnt know you did art too! (scripting guru + nice art, wow)
#682
Quote from: GarageGothic on Mon 07/12/2009 00:05:31
Oh, if he's on a bike it would make perfect sense with the goggles (I take it he's also breaking the helmet law), then you can always use the one without for when he's taken to jail or if the player meets him again later on.

Exactly...hehe, didnt think of the helmet law though (ahem)...he's gonna be hauled to jail though, thats for sure :)

jon_swe : Yup, Im working on yours, but after a few others first, though :P
#683
Those are good ideas! Ok, let me fiddle with it...What I see for this character is an eccentric, I kinda like the contrast of a tough-guy biker, but a computer hacker...heh! I wanted this guy to be pulled over for erratic driving (on a motor-bike), but with further investigation the cop notices he's tweeked out on meth or something...hehe...perhaps he has a future role too as informant or something, Im not sure yet. Heck, he could even just be a thug, or a drug dealer, etc...too many options.

I have to say though, out of all the characters Ive been fiddling with so far, this one is the funnest!
#684
Heh...ok, I rotated the body a bit and the head + shaded the "lovely" shirt :)... I think its getting there!

Whats better GG, without glasses, wearing the glasses, or welding goggles on the forehead? I could also have all versions in the game...depending on what say the cop talks to this character (Id like to change people's clothes thoughout the game if possible).

#685
Here is GarageGothic as a Hacker-Punk, :P

Im not sure of the glasses, what do you think?

Before                                                                               After
#686
Double-posting...but its cause I dont want to start a new thread...:P

In Mel scripting, when I create a variable, I use this format:

Code: ags

string $sMyVariable = "MyVariable";
int $iMyIntVariable = "5";


Etc...
Ive searched the manual "Script language keywords" but couldnt find the answer to this:

When I try to use the dollar sign in AGS, doesnt seem I cant...is it reserved for something else? I know I can declare a variable without it, Im just wondering "why" I cant use it..
#687
Hey abstauber,

Works GREAT! Its exactly what I needed...Thanks :)
#688
Hi Uhfgood,

Well Ive been painting with oils since a pretty young age, so its pretty much the same thing but on a computer :P...I do use the photos as my background image, but paint over it with my stylus to give it more of a painted look. i use the smudge tool a lot aswell. The mouth animations are done by hand too, which takes up most of my time cause for those I have no reference photos (I find its the hardest part cause Im currently doing 9 frames of animation for each character's speech).

I started to work on a tutorial a while ago, but Ive left it aside for now cause Im finding less and less time to work on my hobby...:(

Im currently working on GarageGothic's portrait...Ill add little details here and there by hand (like for my father, the whole beard was repainted, and his body + tie is all by hand with no references)...the rest is a mix of paint-over and smudging + copy paste.

Ill REALLY try to get that darned tutorial done...with all the help Ive gotten so far in scripting I totally owe it!

:)

#689
Wow, it seems pretty divided! Its true, it does depend on the type of game you want to create. I personally prefer both being used, as in, if its something that the player has no opinion on (like the door is locked), Id rather that a simple text-box pops up and says "its locked"...however, if the door is locked and the character has an opinion on it (like its pisses him off), then I might use the chracter to tell the player its locked, like "Damn it, the door is locked...", etc.

Its really interesting to see people's different outlooks on this subject...its funny how something kinda "simple" can really get people to have different opinions!

Ive only played Sierra games (police quest 3 + space quest 4 being my favorite)...I think I really to need to get myself some Lucas games and see how its done in those games...Yikes! I know...I never played monkey island...(hides in corner)
#690
Great!

Cant wait to try it out tonight :)

Thanks abstauber!
#691
Hey that sounds like a good idea! Im going to give it a try now!

;D

**EDIT**

Great, this works...very smart GarageGothic....nice.
#692
Yes I think it uses AGS's internal text timer...

True...a bad guy approches the player and you need to go into your inventory to get your gun...you would want it paused, eh!

I guess what I could do is put the pause on things manually, that way I can still use AGS's internal text timer...Like when the GUI is open I can do "if badguy is approaching and inventory gui is opened, pause badguy animation"...and then when the player leaves the inventory I can just resume the badguy approching animation.

I guess I have no choice :P

Thnx for your help!
#693
Hey GarageGothic,

Im not sure if I have access to the game's text timer to do that...I think that if the game is paused, the text timer is also paused, so if you display speech during that time with the module, the timer becomes unavailable. I guess Ill try to figure out a way to force it, or some other way.

On another note, what reasons would one want to have the game paused while the inventory is opened? Have any other people here used their inventory GUI's without pausing the game? I cant think of a reason why I would want to pause the game while the inventory is opened, other than stopping the character from walking while youre in that GUI.
#694
Hi,

I was curious as to the preferences of people here on a certain aspect of adventure games:

When the player clicks on an object to look at it, or perform a certain action, do you prefer that a display text pops up giving you a certain message (like an invisible narrator in Sierra games, 3rd person), or do you prefer that its the main character that says the messages...for example:

Version A--> Imagine you click on a door to open it, but you cant...a text box appears and says "You cant open this door, its locked".

Version B--> The main character's dialog portrait pops up and he says "I cant open this door...its locked!"

Just curious, Id like to get a percentage of the majority I guess to help me decide what version to use :)
#696
Hi,

Ive got this little problem when Im trying to display an emotion with SierraStyle dialog. I can get it to work no problems when Im in normal gameplay, but as soon as I try to get it to work when my inventory GUI is open and Im using the GuiPortrait module, something seems wrong with the timer.

Here is what I do when Im in normal gameplay (this works):

Code: ags

// room script file

int Lampost_counter;

function hLampPost_Look()
{
 if (Lampost_counter == 0) 
 {
  Display("You see a lampost.");
 }
 if (Lampost_counter == 1) 
 {
   Display("Looking closer, you see theres a piece of gum stuck to it.");  
 }
 if (Lampost_counter == 2) 
 {
  cEgo.SpeechView = 17;
  Game.MinimumTextDisplayTimeMs = 2500;
  cEgo.SayCustomFont("Nasty...");
  Game.MinimumTextDisplayTimeMs = 1000;
  SetOfficerSpeechView_Neutral();
 }
 if (Lampost_counter == 3) 
 {
   Display("You notice nothing else of interest about the lampost.."); 
 }
 if (Lampost_counter < 3) 
 {
   Lampost_counter += 1;
 }
}


I change the speech view to 17, which is a grimacing face, and I change the TextDisplayTime to 2500ms, say "Nasty" and then revert the speech view back to default. This works, when the player says "Nasty", the text timer closes the portrait and the textbox "Nasty" also closes automatically after a short time (how I want it).

However, when I try the exact same thing, but while the inventory GUI is opened (when looking at an inventory item), the timer doesnt seem to close the portrait image nor the textbox automatically at all...you absolutely MUST "close it" manually by pressing the "enter" key (as if skipping the speech with the timer no longer works).

What could be the problem here? I can give any other information that might be missing to help me debug this...:P


***EDIT***

It seems linked to the fact that the Inventory GUI pauses the game...if I unpause, then it works...

Anyway to get it to work but still keeping the GUI paused?
#697
Hi tzachs,

Ok I tried the solution with a variable. I get no errors, and testing it with a display message to debug also works...but the speed it still very fast (I tried changing the loop's frame delays, but that doesnt change anything).

Still stumped  ???

Ill try some more things out and post if I find anything :P
#698
Ok Babar + ProgZmax,

Ill see if I can correct the angle of the head/hair a bit better, I had a hard time getting a titled face from the photo to place correctly on a face-to-camera angle! :P DOH!

Ill post the change soon :)
#699
Problaby, eh? I agree, hopefully it'll be fixed for the next version :)

PS: When you press on the arrow to go up or down the dialog options, right now it goes up by one, I believe. Is there a way to make it go up or down by more...? For example, say on my page I have 3 questions that are showing, but since there isnt enough room, the other 3 arent displayed...you have to press the arrow to scroll down to see the other 3. Instead of pressing the arrow two more times, can I set the arrow so it just displays the next 3 questions?

(Hope that makes sense? :P )
#700
Bah dont worry about it...enjoy your hobby, dont worry what people say :P
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