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Messages - Le Woltaire

#121
Is there anyone still working on this?
Otherwise I will announce the winner this evening.
#122
Quote from: boojiboy on Wed 04/11/2009 11:42:24

Congratulations on finding a midi ( I haven't been able to yet) but that should've been provided with the description. It's not really a puzzle either is it? I mean, what kind of puzzle requires that kind of acquired knowledge, or at least a bunch of research.


You never played a Gabriel Knight game, did you?
#123
@discordance
Hmm...dunno...you can always try!
#124
Well...
People like puzzling here.
Think as if it would be part of an adventure puzzle...
#125

Please read this medieval music and make an electronic piece of the material:








Use this table to get along with the above:



#126
Since I'm going to make the next you should try to tip me...
Let's make...10.000 $
OK?
#128
I already have the light city design.
But it's going to develope in a totally unexpected way...
#129
Hi,
Thank you!
A walkthrough for the game was posted by Leon some time ago:
http://gamesolutions.efzeven.nl/a-second-face-walkthrough-le-woltaire2008/
It should solve your problem.

If you just want the hint:
Yes you need the fishing rod, but later.
You can get the third fruit with another very long object...
#131
I am now releasing the Polish "Mazurek Edition" of "A Second Face".
The full changelist is on the frontpage.
Polish players should read the Polish readme.
If there are any problems with the game, please inform me.

I want to thank Kastchey for his incredible patience and modesty, that made this translation possible.
It was not easy to get Polish letters in the game and we had to face many other difficulties during the translation process.
#132
No!

I am planning two sequels to this...
#133
Sorry about the icon, I didn't think about black-blackground desktops...
I just added grey outlines to the icons...

Hey Mods, yes 2004 was great for me aswell, but I hope that the best years will come in the future.
#134
I know... it's an old game.

But I added sound effects and some doltish voices to the game.
The game is now compiled with AGS 3.12 and some bugs were also deleted.
I added some hints to the plot at key positions to speed up thinking...(see changelog)

For those of you who liked it or have a collection it might be worth a redownload...
If you still find bugs, tell me...
If you think it's worth a full voice over with funny accents, let me know...

Have fun.
#136
(The character should move freely on the walkable area mask and the tiles should disappear when he approaches the next area and it gets into his view)

Ok, big thanks from my side.
The first version works!
It also seems to remember it's state when you reenter the room...
I just had to edit the transparency values.
For state 2 the value has to be 100 and for state 1 it just has to be 50 without the first line in the repaint_all function.
However I get the feeling that all this is going to slow down some older computers...
I will test this for some days or hours and see if it is stable...
#137
No prob, I fixed this before
...
I am actually standing at the beginning of a new idea and just started today with this to see if I can get this going.
There it not much that I can post here except of the code that you've written...
But I guess I missed to manually change the state of tiles.

To make the full situation clear:
-There is a shaded background picture and the tiles are a repeating texture above it.
-Tile dimensions are 25 squarepixels.
-Actual background size is 24 tiles wide and 18 tiles high.

In order to continuously change the tile state if have to declare the changing position of the character,
and on which tile he is, then change this tiles state to 2 and all surrounding ones to 1 except of those who are already 2 or 1, isn't it? But how can I assign the character's position to the specific tiles...?

When the room is left by the player the whole room state has to be saved and restored,
so it can be continued after reentering the room.
This should be done with your last script that I already inserted...
#138
Ok...
Now, I am totally new to these RawDraw functions and never learned c++...
I managed to understand some parts of the repaint_all script and put it in the enter after fade in script.
Indeed the whole screen gets covered with the texture.
Brilliant!

So, now I got that I have to put it in the repeatedly execute script when the character is walking.
When I do so nothing changes...
Do I have to recall the last background state before, or redraw the original background?
How do I do that...

In the current way I always just get the completely covered screen...
It seems as if the tile_state would never change...
#139
I would like to create the following constellation:

Let's say the room looks like this:

The character enters the room and it instantly looks like this:

When the character moves more and more of the room becomes visible:

In the end all is visible:


As you notice the red tiles that are close to the character disappear completely, while the other ones become transparent to 50% first.

This can be easily done with red square objects that cover the room and disappear as soon as the character approaches.
But since only 40 objects are allowed in a room I guess I have to script this with DrawImage functions, so that tiled surfaces cover the room and disappear or become transparent part by part.

How can this be done?
#140
Quote from: Pumaman on Sun 09/08/2009 23:43:49

What are the region tint settings for that region?



The room has two regions:

The tinted one is:
   Blue Tint: 0
   Green Tint: 10
   Red Tint: 0
   Tint Saturation: 50

There is another very small region in the background (next to the stairs) that does not use tint:
   Light Level: 150

I am also getting the effect in another room with different color tint settings:
   Blue Tint: 0
   Green Tint: 0
   Red Tint: 10
   Tint Saturation: 50
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