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Messages - Kweepa

#2981
It's only as messy as the code you write to implement it  ;D
#2982
Sounds like you're doing something like the MI2 style interface.
You could hack the behaviour you want by creating your own inventory (using buttons on a gui), keeping your own "interactionMode" variable, and having a bunch of cursor modes that are animated with views.
#2983
Escape from the Crazy Place is a lot of fun.
I laughed out loud on several occasions.
Thanks for that!
#2984
You probably want to create a GUI with a label, and then in repeatedly_execute_always, use SetLabelText to update the GUI.
#2985
Advanced Technical Forum / Re:BUG in dialogs!
Mon 19/04/2004 19:47:57
You seem to already have a thread about this.
I'm be pretty surprised if this is a bug in the dialogs though, and not in your understanding of how they work.

To test this, put all your code in one run-script, with a
DisplaySpeech(CAP, "&42 Don't disturb me at work");
in the middle, and see if it works then.

So your dialog script should look like this

@2 // option 2
run-script 1
goto-dialog 0
#2986
My recommendation is to put together a test room and try it on some friends' machines, so you can see for yourself how it runs.
The speed you get will depend on how many objects and characters you need on screen.
Try it and see!
Personally I like 320x200, but if you're into detailed vector art maybe 800x600 is the way to go.
#2987
Very neatly done for such a small game...

I did get a bit lost though
- I'm pretty sure I tried to pick up flowers many times with no success.
- I picked up the nail and then I got a hint about there being something sharp on the ground.

Looking forward to a full size game from you!
#2988
Looks like a great utility!
Will it allow me to edit any size of letter? The font overview seemed to be a fixed layout...

How are you supposed to change from black to white?
Is it the right mouse button to erase?

(I was just editing a font at the weekend, and experienced the horror of sci studio first hand. How can a program that has been "stable" for over a year still be so bad? I did manage to make my changes... eventually.)

* Steve suspects that release of this utility will see a renaissance of AGS games with custom fonts.
#2989
LGM,
You know you can get a free Word reader from M$.
Please don't spread the filth that is PDF!

Yuf,
I loved GF. I'm so glad you're making a sequel. Or is it a prequel?
#2990
Nice little game!
Some great animation in there!
#2991
Yup!
In that case I'd probably extend the pic down even further so that the town wasn't visible at all before the scroll. Just to add to that "reveal" feeling.

I was trying to encourage something other than paintovers. Not that the paintovers in this thread aren't great, but I'd like to see some interpretations! Anyway, I'll bugger off now. It's not my competition and I don't have time to compete. :)

Cheers,
Steve
#2992
Don't get me wrong - I like the sketch.
All I meant was that it's not 320x200 or 640x400!
You can put down those weapons now :)

I think it would make an awesome MI2-town-style room if extended to the right...
#2993
Quote from: Scuthbert on Sun 18/04/2004 12:00:32
Are you allowed to redraw the background in a diff style and then color it?


Absolutely. Concept art hardly ever survives intact.
For a start, the dimensions of this piece are all wrong for a game.
It's probably too sketchy for most games.
Etc.
#2994
Room repeatedly_execute_always!
Thank you!
#2995
Critics' Lounge / Re:Background C & C
Sun 18/04/2004 10:18:26
Actually that blackening is pretty good Farsight.

What I would suggest is to draw around the hole carefully with the polygon tool, then invert the selection, select the airbrush again, and fill in the white edges around the hole.
#2996
Completed Game Announcements / Re:Beasts
Sun 18/04/2004 10:08:18
Bruno Bonnell, huh?
That's a great story!

And redruM, thanks for the Anchorhead recommendation - I thought I'd played it (and didn't like it much) but I just read a description and I've been confusing it with another game for years.

For good Lovecraft inspired IF, you can't beat Infocom's The Lurking Horror.

leshaussebons,
You say one of your upcoming games? Now that's confidence!
#2997
Forget about Debabelizer - it's only useful these days for making cell phone games, &c.

The type of loony who makes a 256 colour adventure does it for the challenge - so they probably make their own palette. :)

Just use 16 or 32 bit colour in AGS.
#2998
Have you opened the correct room in the editor?
Have you reloaded the background image?
What format are you using for the image? It's difficult to make a 16 bit (rather than 32 bit) image in Photoshop.
#2999
Well said, Bryan.
These are games most people will play once or twice then delete. They don't need quick launch icons.
#3000
Hmm, that looks ok.
Do you have the lip-syncing turned on?
How many frames are the talking loops?
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