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Messages - Kweepa

#2921
Hmm, I don't know why that doesn't work, but it doesn't seem to.
I'm guessing it's because the dynamic sprites I create aren't marked as being alpha blended, but I don't see any way of doing that. Anyone?

Edit: Thanks, CJ!
#2922
Bump to advertise updated plugin, with:
- 8, 16, and 32 bit support.
- supply a palette for green flames, smoke, whatever
- naming convention changed to fit in with upcoming plugins from me

Gilbot,
The colours are changeable. You just need to create a 256x1 sprite for a palette. Look at the docs in the zip for details.

Have fun!
Steve
#2923
Sierra sprites: PAINTOVERS!
If people want placeholder characters, there's always Reality on the Norm... they're all the same scale though.
#2924
I put the messy code in a plugin, so the only problem is it allocates memory for two sprites instead of one. That's not too bad I think.
#2925
Huge improvement!
The face is a little indistinct, but it looks pretty good small.
Now you just need to sort out his trousers in the front view.
#2926
Really enjoying it - I'm a bit stuck but I can tell it's going to be a logical puzzle.
Superb DOTT style graphics!
I'd say it's up there with Apprentice for graphics.
Lots of great incidental animation, dialog, and cutscenes.
And it seems to be quite a long game too (several hours).

Thanks, Cerebrit!
#2927
Modules, Plugins & Tools / Re: Fire plugin
Fri 07/05/2004 09:37:15
You should be able to draw some horizontal stripes randomly on the seed sprite, maybe 7 pixels thick at the bottom, 6 or 5 pixels thick higher up, and cover the screen in flames.



It's not perfect but you get the idea.
Or you could add five full screen width objects that overlap vertically.
#2928
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 23:13:02
I think the problem is you need to clear the bottom line of the seed sprite.
#2929
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 21:43:22
NO! ;D
And there's no lens flare either.
#2930
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 20:37:53
Making an animated preview is (for me) a real pain. It would be much quicker to make a demo game, but I don't have much space to host it.

If you move the flames around, they don't react dynamically unfortunately. I'd have to keep growing the sprites or allocate them full screen to begin with, and I don't know if it's worth it. I've got a game to write!
Changing the direction of flow would be pretty easy, but I'd probably only do it if requested. It requires specific code for each direction.
#2931
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 16:38:41
Quote from: Scorpiorus on Thu 06/05/2004 16:08:17
As for characters and objects, they should be probably processed individually (to check thier baselines etc.) Just a thought.
Just a thought for you, but a lot of work for me! :)
Sounds like a good idea.
It'd be a lot easier if I was linking to the allegro NULL driver.
#2932
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 16:02:34
That was kind of the idea - except rather than plasma, I was thinking it would be more like one of those "lake" applets.
I'll try it out when Alf is over.

Edit:

The water will be an object, so it can be sorted.
#2933
Quote from: Guybrush Peepwood
Bedazzled (or whatever it's spelled)!!!

the guy who wrote it has probably never read the bible

Peter Cook? I suspect he read the bible. He was a pretty literate guy.
I haven't seen the 1967 original but I enjoyed the remake, in a mindless fun kind of way.

Quote from: ElectricMonk
Ringu, yes. The Ring, no.

I've only seen half an hour of the original with Dutch subtitles, but I enjoyed the remake. If anything the remake seemed scarier. Hard to judge, though.
#2934
Critics' Lounge / Re: Realistic fire
Thu 06/05/2004 12:27:43
You could try the new fire plugin (AGS_Fire).
Here's an example:

(Left: seed image, right: animated result)

See the Technical Forum for details and downloads.
#2935
It was either very stupid of him (after being warned) or very clever (big publicity) to take Disney's money to make the film. I can't decide.
#2936
Modules, Plugins & Tools / Re: Fire plugin
Thu 06/05/2004 08:14:17
I was thinking about smoke (on a semi-transparent object) but it would really look best at 32 bit. I'll be playing with a 16 bit version. If it looks good I'll add it to the plugin or create a new plugin.

Also, a water reflecting and rippling effect. But I wasn't quite sure how to get the reflecting water to work. If it was at the bottom of the screen, no problem, but if the player can walk either side then it would have to ignore the player and other objects. I guess I answered my own question.
It could be real slow too...
#2937
An image is worth a thousand words:

On the left, a "seed" sprite for a flame.
On the right, an object with a plasma flame.

Another example:


Download here
Mirror (Thanks Neole!)

Changelog:
- Changed to zip, added documentation]
- Fixed a bug involving leaving the room then returning
- Change to naming convention; Works in 8, 16, 32 bit
- Added flame modification functions
- Works properly with save and load - doh!

To use, the following functions are available:

Code: ags

int FireAddObject(int object, int seedSprite, int paletteSprite);
int FirePreHeat(int object);
int FireDisableSeeding(int object);
int FireEnableSeeding(int object);
int FireSetStrength(int object, int strength);
int FireRemoveObject(int object);
int FireUpdate();
int FireStop();


Call FireAddObject (in the player enters room) with an object number, a seed sprite number, and a palette sprite number. The seed sprite should be black or transparent where there is no flammable material, and white or grey where flames should start. It should also be tall and wide enough to encompass any flames, or they might get cut off. You may have to play with the sprite a bit to get the effect you want.
There is a palette and documentation included in the zip.

Call FireUpdate in the room's repeatedly_execute_always.

Have fun!
Steve

CJ - I'm using two dynamic sprites for now because of that issue with not being able to flag sprites as changed...
#2938
Very cool!
#2939
No, the idea is to write a simple ;D graphical program that allows you to move around and connect icons representing your rooms.
#2940
In the last year or so,
- Mystic River
- Blood Work
- City by the Sea
Yawn!
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