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Messages - Kweepa

#2861
The glow looks good - better than the little digitised face!

For the moon animation, isn't it a teensy bit fast?
Also, unless the sun is orbiting in sync with the moon, the shadow should always fall in the same direction, not radially inwards.
I'd just leave the moon in one position.
#2862
Quote from: Peter Thomas on Tue 25/05/2004 10:59:05
And then there was an Australian politician who took her boyfriend on a tax-payer-paid holiday,

I agree 100% with your parents.
How can you justify this self-serving behaviour?
Flogging's too good for them.

That's why I really wanted Sonia Gandhi to be Indian PM. Imagine a politician that had to be persuaded to take office!
#2863
Critics' Lounge / Re: critique on a new style
Tue 25/05/2004 12:25:12
Looks very Fate of Atlantis!
I think it needs some more clutter in the room though - furniture, rugs, and so on.
Also the character looks like he could fit in one of the drawers of that chest. Is it a Carl Farbman?

I don't know if you already discussed this, but why is "Guards!" on hold? :'(
[EDIT - the graphics style was great! Here's hoping you get back to it at some point.]
#2864
What is this, the US elections?
Where did you get the money for this campaign?

Looks great...
Must vote for Coup de Cup...
#2865
AGS Games in Production / Re: WOLF COUNTRY
Tue 25/05/2004 12:01:49
Really?
Does it look ok when animated?

*Steve goes to investigate*

[EDIT]
Are you sure you have the latest version and the right settings? I took a screenshot of the SnowRain demo game and it certainly doesn't look like that.



Hmm, maybe if you start the rain off at full strength it looks banded. Just a guess...
#2866
It's always struck me as an Ozzy/Kiwi name.

Stick with it.
The players of Dreamfall will just think Ragnar ripped off Shadowplay.
#2867
Very cool!
70,000! That beats the 700 my game has had in 6 months :(

Just for us non-Americans though, what is that show on NBC there?
Did AGS get a mention?
Do you have a mpeg?
#2868
Yuk. Look at those spindly legs.
How did he do such great stunts... with such little feet?
#2869
Critics' Lounge / Re: Dankkey
Tue 25/05/2004 08:39:30
You mean Boyd begged you to post that.
#2871
It might be better to have say:
RawSetDrawMode(MODE_RESTORE);
RawSetDrawMode(MODE_NORMAL);
to keep code compatibility.
#2872
Quote from: Pumaman on Mon 24/05/2004 20:57:45
you can write a dual ActiveX-and-standard-DLL, which exports both the COM functions and the standard ones.

Waah! I'm scared!
I guess this is as good a time as any to learn about ActiveX. :-[

Maybe it's better if I write the data in a separate file. Yeah, I think it's better. That way I can copy data from one game to another easily. Phew! Managed to convince myself.

Quote from: Pumaman on Mon 24/05/2004 20:57:45
However, it's a good point, I'll see what I can do in a future version.

Cheers!
#2873
Critics' Lounge / Re: first characters C&c
Mon 24/05/2004 23:25:52
Now I remember where I've seen those arms and legs before - pixelcat's Bea:
http://www.agsforums.com/yabb/index.php?topic=13733.0

You should probably check out the edits that Igor did in that thread to get the hands looking a bit better.
And it's polite to mention that your work is a paintover. Before someone else does :P

Nice work on the other characters and the outfits.
Yeah, the second guy is a bit of a monkey boy - I really don't want to look at that bulge!
#2874
Hello,
Here's what I want to do:
1. Write an Active X editor plugin to edit some data.
2. Write a game DLL to use that data.

Is this possible?
I've been looking at the plugin docs and I don't see any way to do it without writing a separate data file and then copying it to the compiled folder (which can be automated but still).
#2875
Critics' Lounge / Re: first characters C&c
Mon 24/05/2004 17:25:19
I think they go together fine.
Great stuff!
My only worry is that the character on the right looks extremely effeminate. It's the black lips and eyeliner that does it.
#2876
I think I need some clarification if that's ok.
Asking for SetObjectPosition seems to return a valid function pointer.

Is there a list of these wrapper script functions?
Are they related to the blocking functions?

Confused,
Steve
#2877
He looks a bit stiff in the side view - his head is back and his shoulder is raised.
I agree that the sideburns should be in front of the ears, just so you don't think Iqu is picking on you.
And that the face looks a little blurred - although I think that could be improved by upping the contrast on the fleshy parts.
Oh, oh, and the hands are a little small and underdetailed.
Finally, in the 3/4 rear view, I think at least his ear should be visible, and a part profile.
It's pretty nice though!
#2878
To answer just the Subject, you can use the new OtherRoom plugin:
http://www.agsforums.com/yabb/index.php?topic=14203.0

Steve
#2879
Rock and roll!
That is great!
The little loose panel on the floor looks more like a recess though.
And the foreground stuff on the right interferes with the wall a bit.
#2880
OtherRoom plugin for AGS v0.2 (also available as cross-platform script module)

This is a simple plugin to change the state of objects/regions/hotspots/walkable areas in other rooms.
It is meant as a shortcut to the rigmarole of setting global variables and testing them in the destination room.

Download here
Mirror (Thanks Neole & Rui)

Here are the currently supported functions:

OtherRoomObjectOff(int room, int object);
OtherRoomObjectOn(int room, int object);
OtherRoomObjectToggle(int room, int object);
OtherRoomSetObjectPosition(int room, int object, int x, int y);
OtherRoomDisableRegion(int room, int region);
OtherRoomEnableRegion(int room, int region);
OtherRoomRemoveWalkableArea(int room, int walkableArea);
OtherRoomRestoreWalkableArea(int room, int walkableArea);
OtherRoomDisableHotspot(int room, int hotspot);
OtherRoomEnableHotspot(int room, int hotspot);

[EDIT: added region, walkable area, and hotspot functions]

Other functions will be added as needed/requested, eg AnimateObject, SetObjectTransparency...

NOTES:
IsObjectOn is not possible as the object is not loaded in memory.
Each time you call one of these functions, it goes in a list of commands that are called when the player enters the target room. So if the object is currently off, and you call toggle, off, toggle, the object will be off->on->off->on = on.
Toggle is only possible for objects as the current state of the other things is not accessible.
Saving and loading are supported. The command lists are written to and read from the savegame.

Steve

PS:
For OtherRoomSetObjectPosition, I tried this piece of code, but it crashed:

void (*func) (int, int, int) = ((void(*) (int, int, int))
    engine->GetScriptFunctionAddress("SetObjectPosition"));
func(object, x, y);

func, object, x, and y were valid. I just changed it to the following and it worked.

AGSObject *obj = engine->GetObject(object);
obj->x = x;
obj->y = y;

Any ideas?
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