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Messages - Matti

#1281
I support the GUI zoom slider!
#1282
Critics' Lounge / Re: Walkcyle test
Tue 06/04/2010 16:06:16
I agree that he looks like he's ducking and then jumping afterwards. The cycle looks too exaggerated. I posted a generic walkcycle here if you're interested. I'm not too happy with it but I think it's good as a reference for hi-res characters.

Also, it seems a little like he's looking into the background, not in front of him. I think it's because of the cheek/chin perspective. Maybe you can work a bit on that.

As for the size: I think he's too tall for a 640x480 resolution, in my opinion characters shoudn't exceed 1/3 of the screen's height, but that could be personal taste ;) As Danman pointed out it depends on whether you're using much scaling within the game (downscaling looks okay, upscaling doesn't) and it also depends on your backgrounds, e.g. if the character is walking a lot in the front or rather somewhere in the back and what perpective you use.

Other than that it's a nice style you got there and I'm looking forward to seeing more from you.
#1283
Nice stuff, Ali!
#1284
I had a similar problem once and somebody (Khris I think) helped me out using Crimson's first suggestion. I created an int:

Code: ags

int ItemOwner() {
  GUIControl *control=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
  return control.AsInvWindow.CharacterToUse.ID;
}


..and then I checked which character's item was clicked:

Code: ags

function iWhatever_Interact(){
  if(ItemOwner()==1){
    //bla
  }
  else{
    //bla
  }
}


Quote from: Crimson Wizard on Tue 06/04/2010 15:10:42
1. When inventory item is selected, check mouse coordinates and compare them with inventory window positions.

Hm, that's quite simple and would've worked for me too. Haven't thought of that.
#1285
You can import animated gifs, but they will be split into the single frames. If you want to make an animation you have to assign the frames to a view.
#1286
You can't click the buttons because the load GUI is behind the gmain GUI. Set the loading GUI's zOrder to something higher than 1.
#1287
Ah, right. Nickel's away til Wednesday, so I'd suggest you start a new one, Questionable.

I wanted to enter this one but didn't find the time.. again.
#1288
Quote from: Danman on Thu 01/04/2010 15:15:26
As Matty and Crimson Wizard explained.

With an i please ;) It's pronounced Mu-tea by the way.
#1289
This was my first attempt in tile-based scripting ever. I should finish that stupid game at some point.

It's rather simple and I won't make a module or something. The background consists of 10x10 tiles and each tile has ~4 variables who store some info (kind of tile/"subkind" of tile/building/player). Everytime something is changed the whole background is being drawn again. First the landscape, then the buildings, then the borders.

But if I find some time in the future I might elaborate the whole thing to make something decent with it.
#1290
I'm not sure, but maybe the keyboard movement is disabled per default.

Put one of these lines into the gamestart section of the global script:

Code: ags

KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
KeyboardMovement.SetMode(eKeyboardMovement_Pressing);


The pressing mode means that the character moves as long as an arrow key is pressed.
The tapping mode means that the character starts to walk once a key is pressed and stops walking as soon as the key is pressed again.

To disable the keyboard movement again call this:

Code: ags

KeyboardMovement.SetMode(eKeyboardMovement_None);
#1291
The watercolor effect is nice, but you forgot to add a lensflare.

#1292
Not bad.
#1293
Nice.
#1294
Quote from: InCreator on Wed 31/03/2010 13:54:19
AFAIK, there was hell of a noise and Bush-hate, then Obama got elected and US suddenly got veeeery quiet. At least, viewed from this end of globe.

Quiet? With the healthcare reform thingy? Nah.

Anyway, have fun in the states. Oh, and I think the majority in Germany knows where Estonia is located ;)
#1295
Quote from: icey games on Tue 30/03/2010 21:27:45
Ok, now this is the place this topic should be

No, it isn't. Failed again!

Do you still avoid reading the forum rules or are you just having fun violating them?
#1296
Quote from: icey games on Sun 28/03/2010 20:27:24
i was using my phone sorry about that

Perhaps you could stop using your phone then?
#1297
Yeah, I feel so incredibly stupid for choosing to be born in Germany and thus being a foreigner. If only I could undo it, I just was a little young and naive back then.
#1298
A variable is a variable, no matter which way it's used. Many examples in the manual contain the display command, don't let that confuse you.
#1299
 ;D Nice one, Intense!
#1300
DebugView gave me this:
...
00000027   9.45556450   [2232] AGS: Initializing screen settings   
00000028   9.45561695   [2232] AGS: Init gfx filters   
00000029   9.45567417   [2232] AGS: Init gfx driver   
00000030   9.45571423   [2232] AGS: Switching to graphics mode   
00000031   9.48756790   [2232] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 960 x 600 anyway   
00000032   9.48767948   [2232] AGS: Attempt to switch gfx mode to 960 x 600 (32-bit)   
00000033   9.48789978   [2232] AGS: Attempt to switch gfx mode to 800 x 600 (32-bit)   
00000034   10.03549480   [2232] AGS -- InitializeD3DState()   
00000035   10.03589439   [2232] AGS: Preparing graphics mode screen   
00000036   10.03591347   [2232] AGS: Initializing colour conversion   
00000037   10.03600216   [2232] AGS: Check for preload image   
00000038   10.03614521   [2232] AGS: Initialize sprites   
00000039   10.03656387   [2232] AGS: Set up screen   
...


EDIT: Yes, it was the first time I used 3.2, I didn't test any beta version.
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