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Messages - Knox

#781
Sure, Ill take some time soon and get you guys a tutorial!

In the meantime, I was in need of some critique on a font for dialog options...which one, in your opinion, is better/more readable...

Its supposed to be a cop's handwritting...do you think its "copish", or too "girly, etc...

Ive got these 2 to compare:

Font A                                                                                Font B
#782
I never thought of that (editing instead of double-posting). Thanks for that advice!

Ok, I think you are right on the sierra style portraits not allowing semi-transparency...it allows simple transparency, but not semi...oh well, maybe in a new release!

Ok, so long TGA's!

Im currently reading and doing the scripting tutorials, Im starting to get the hang of it (very slowly).

:)
#783
By the way, if its a character sprite, the semi-transparency works super fine...its ONLY when I try to do it for a speech portrait where the semi-transparency doesnt work.
#784
Hi,

I can get transparency to work when there are zones 100% transparent. I either use the PNG or I use a bitmap with a pink color to punch through...however, when I want to make an area semi-transparent, it doesnt work.

When I load the PNG with semi-transparency, the preview shows its semi-transparent, however, when I start the game, its just opaque. I then made an alpha channel and saved as a TGA file, but when I come to import the tga file, it doesnt seem to be supported (doesnt show up in the options to import)...even though while browsing the forums Ive seen people mention they use TGA.

Its in 32-bit true color and the sprite Im trying to get semi-transparency to work is a dialog portrait set to Sierra with Background.

Thanks!
#785
Wow...I agree, thats freeeeakin nice! HOw'd you do it Mandarb?
#786
General Discussion / Re: Legal Question
Fri 29/05/2009 23:07:05
I read that if you use mp3's in your game, and you sell your game...you need to give money to the guy who has the mp3 patent, right?

What about .wav files...I think ogg is royalty free...but is wav "ok" to use for a commercial game?
#787
Come on...Betty all the way! She makes good cookies and plays football, no? Probably drinks beer too.
#788
General Discussion / Re: Legal Question
Fri 29/05/2009 22:59:49
Heh..yeah!  He responded pretty quick, I was surprised...!

Pretty nice guy actually.

#789
Ive been working on a 3d model of Sonny, this is what I got so far. I was thinking of doing the characters in 3d and render their animations this way...and make sprites with them afterwards while repainting over it frame by frame (so it doesnt look 3d).

I havent done the textures yet though, but the modeling is almost finished!
#790
Ha!

No, just retarded, apparently!  ;D
#791
I LOVE your choice of colors...you have real talent my friend!
#792
Hi Trent,

If at anytime you would prefer PM, let me know!

Thanks for your response. I did what you wrote, that works, but every character is black...also, I tried changing the values of colors, or fonts...the same effect is given regardless. Black text on my custom text window, same font...and the same font no matter what I change as value. For example, this code gives me this effect at startup:

Hypertext.SetPrefixStyle('^', 0, eHypertextSpecial_None, 255, 0, 0, 30, 30, 30);
  Display("Here is a Hyper^Display in two colors.");



This modified values script gives me the same effect, however!

Hypertext.SetPrefixStyle('^', 2, eHypertextSpecial_None, 255, 255, 255, 0, 0, 0);
  Display("Here is a Hyper^Display in two colors.");

Im guessing the CustomDialogGui script is interfering with the Hypertext script (?)

#793
I guess Im really really retarded cause I just dont get it! (slaps face with hands in shame)

I put this in the game_start in GlobalScript:

function game_start() {  

 initialize_control_panel();

 KeyboardMovement.SetMode(eKeyboardMovement_Tapping);

 Hypertext.SpeechStyle(eSpeechSierra, 200);
 Hypertext.SetPrefixStyle(player.ID, 0, true, 255, 0, 0, 30, 30, 30);

}

Speech Style is set to  "SierraWithBackground" in General Settings. From what I understand, the "200" is for the y position of the text in sierra speech, but the custom textwindow I made still displays at the same place (near the top)...plus, player.ID: is that like "cEgo" names, or their number?

I ran it but nothing changed...I know I TOTALLY dont get this, I read the documentation and theres something I dont get. Again, I apologize for probably sounding really stupid, me dont gets it...sniff sniff!!

Is a dumbed-down walkthrough setp-by-step possible for retards like me? Hehe...Im sure a light will click on and things will clear up eventually, doh!


 

This is what I have now...black text on a custom text window. Id like to move the window down so its under the portrait of the characters (not next to them), and the police officer's speech color is blue with a different font, and the woman's speech text color is pink with also her own different font.

I'll return the favor one day to you guys...:)
#794
Yeah they are photo mash-ups with overpaint in photoshop...I used mainly val kilmer + matt damon for Sonny and Amy Adams's head and Connelly's nose (repainted) for marie...BUT...I might have to modify them even more if they are too recognizable...dont want to get sued or anything.

#795
Ok, so I would place that line of script into the GlobalScript.asc somewhere...or another place?

I tried to launch the demo that came with the zip, but I get this error
(I didnt modify anything at all):

Module5.asc(45): Error (line 45): '.info' is not a public member of 'Idles'. Are you sure you spelt it correctly (remember, capital letters are important)?
#796
I got the customGUI to work pretty quickly, however, I find this module difficult...pardon my ignorance!

I dont really understand "where" to put my values...I see:

static function Hypertext::SetPrefixStyle(char prefix, int font, HypertextSpecialT special, int r, int g, int b, int bgr, int bgg, int bgb) {
  Style[prefix].font=font;
  Style[prefix].r=r;
  Style[prefix].g=g;
  Style[prefix].b=b;
  Style[prefix].set=true;
   Style[prefix].special=special;
   Style[prefix].bgr=bgr;
   Style[prefix].bgg=bgg;
   Style[prefix].bgb=bgb;
}

...but do I plug my desired values after the "=" ? as in:

static function Hypertext::SetPrefixStyle(char prefix, int font, HypertextSpecialT special, int r, int g, int b, int bgr, int bgg, int bgb) {
  Style[prefix].font=0;
  Style[prefix].r=0;
  Style[prefix].g=0;
  Style[prefix].b=1;
  Style[prefix].set=true;
   Style[prefix].special=special;
   Style[prefix].bgr=bgr;
   Style[prefix].bgg=bgg;
   Style[prefix].bgb=bgb;
}

If not, I think I need a walkthrough cause I just dont get it (sorry guys).

Ive got a background in mel scripting but I am just starting with this, so me needs patience :)

Lets say for starters I just want to make character A have color A and font A...on my own custom text window. Where do i place the script line? Within the Hypertext.asc, or in GlobalScript?

I'll continue searching on my own though, dont want to annoy anyone!

:)
#797
Oh sorry ProgZ...I flipped it over, but I didnt want to raise it too much, I found he looks too much like a dork like that (heh). But its still a WIP so I hope you didnt feel like I disregarded your pointers...Im still trying some things out.

Thanks for your critiques.
#798
Heres one last pic Im showing before a very good while:

This is how I would have imagined Marie in a more "pure and innoncent" state (before she fell into prostitution, of course)...the 8 is just a marker to help me know its the 8th frame of speech animation, ignore that...
#799
Hi,

I found some topics discussing how to change the text color, or even the speech color. What I would like to know is, is there a "simple" way of having different characters linked to different speech colors + their own font? Im using a custom text window, and its color is black. So when I use the "sierra with background" in the settings, the character's speech is black (of course). When I choose "sierra transparent", then I can have different colors because there is a place to set that up in the character's options.

Is there a way to keep the custom text window, but override the text color assigned to that custom text window with each character's own text color setting?

During a dialog, with a custom text window, when Character A speaks, he has font A and color A...when Character B speaks in response, she has font B and color B...

If this isnt possible via the menus (no scripting), this is something that we should implement in the next version of AGS!

*ps: in the meantime, if this is possible via scripting only, Ill take that route if I dont have any other choice until it is implemented!

:)


#800
General Discussion / Re: Legal Question
Fri 22/05/2009 15:22:56
Well I wrote to Al Lowe asking his opinion, and he said the same thing you said...even he doesnt have the rights to LSL...wow, if he wanted to, he couldnt even make another LSL game...This, I didnt know!

I'll still try to contact Jim Walls, and Activision, and see those terms. If not, well, I have no problem doing what Walls did with Blue Force...I dont believe my own interpretation of Sonny HAS to be "sonny", it can be Charles Williamburg the Third for all I care, lol!

Thanks for all this info, I learnt some stuff this week!
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