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Messages - Matti

#1761
Critics' Lounge / Re: Upgrading my sprites
Thu 30/07/2009 20:22:04
That's because of the alpha-channel, which Paint can't handle. But you can just take a screenshot of the browser, then you have your sprites..

EDIT: Here they are without the channel

#1762
Hints & Tips / Re: Time Gentlemen Please
Thu 30/07/2009 03:52:59
Yes, like Trihan said. Otherwise:

Yes, there's a good walkthrough: It can be found here.
#1763
Critics' Lounge / Re: Upgrading my sprites
Thu 30/07/2009 02:27:45
I think Lad's version is quite good. The face / head as well as the shoulders / arms are a huge improvement. I'd really copy that stuff.
#1764
These days it's almost too hot to think about anything at all. I really have a hard time concentrating at the moment.
#1765
Yeah, I wanted to add that. Adobe wouldn't get money from me either way, cause I can't afford PS. So there's no harm at all for them if I download a copy of PS without paying for it.
#1766
Quote from: Pumaman on Wed 29/07/2009 18:57:48
But what gives you the right to make that decision?

Nobody, that's why I call it philosophy.

Quote from: Pumaman on Wed 29/07/2009 18:57:48
Would you walk into a shop and say "I know this TV costs $500, but I don't really have any money so can I have it for free?"

Do you go to a restaurant and not pay the bill if you're running low on cash that day?

No, I wouldn't and I gotta admit that this only works in the internet. But I think it's great when people who develop get support by people who like it. And that the support depends on the user's (financial) situation.

Well, if I'd try to answer your question in detail I'd have to start a large debate on general societal and political issues here, which isn't really what I want (right now). Let's just say, I have some serious problems with how capitalism works and see possibilities to bypass paying for stuff I don't want to pay for as well as a certain social potential in things like filesharing and the donation system.

Quote from: Pumaman on Wed 29/07/2009 18:57:48
QuoteAlso, there's a difference between indie developers who need financial support and large corporations who make money either way.

There is a difference between individuals and companies, in so far as a company can have a software audit done on them at any time, and there are large fines involved if they are found to have illegal software. Of course, as a private individual you're unlikely ever to be caught.

You're right, but I meant it the other way around. There's a difference in illegaly using programs and such from indie developers and large corporations..

Same goes for e.g. music bands. I would purposely try NOT to pay for greedy bands like Metallica or ridiculously expensive bands like U2 or whatsoever, but I'd definitely support not-so-popular newcomer bands.
#1767
Quote from: monkey_05_06 on Wed 29/07/2009 18:25:04
I have never done any commercial work at all (using any of these types of software), but if I had I'd definitely feel that there was something wrong about it if I'd used illegal software.

Even if you're doing all your stuff using an illegal copy of Window$ ? Not me. Fuck them.

Quote from: monkey_05_06 on Wed 29/07/2009 18:25:04
If I were ever to release something commercially and make a huge profit knowing that I'd used a cracked Photoshop...that would eat away at me.

Again, not me. I couldn't afford a legal version of photoshop, but can use it to gain some money and be able to pay for such things. My philosophy is, if you have the money, pay, if you don't then don't. Same goes for donations and stuff.

Also, there's a difference between indie developers who need financial support and large corporations who make money either way.
#1768
Critics' Lounge / Re: Beginners stuff
Wed 29/07/2009 17:33:37
You need the right graphic software to use that option. Take a look at the wiki article for PNGs, if you don't know what an alpha channel is..

#1770
You're welcome.

Just make sure you call the animate command in the room's after_fadein event, not in the rep-ex.
#1771
Well, I consider "once every 10 seconds" as continuously. The reason is that you can just use a delay for a certain frame of the animation. Make one frame of the object's animation the one that should be the "standing frame", the one that should fill the 10 seconds and set a delay of 400* for that frame. Also, use eRepeat instead of eOnce.

* I think a delay of 1 means a delay of one gameloop, so a delay of 400 would be 10 seconds. If it's not, just change the number.
#1772
1. Don't use such a thing in the rep-ex. That is unnecessary and can cause problems. You only need to call it once

2. You can decide for yourself if the animation should be blocking or not.

object[].Animate(x, x, eOnce, eNoBlock);


[EDIT:]

Ah, yeah. Of course you cannot put that in the rep-ex. The wait command is blocking anyway, so if you put it there, it's blocking all the time. Also, when you put the animate command there, it's trying to start the animation 40(!) times a second - every gameloop.

Do you want that animation to happen continuously or just once?
#1773
Okay, then something like this should work:

Code: ags

bool clap=false;
int change=0, bframe=0;

// in the look at window event:

player.animate(bla) // player claps his hands
clap=true;
SetBackgroundFrame(1);

// in the rep-ex:

if (clap){
  if (change==40){  // change frame every second
    if (bframe<3) bframe++;
    else bframe=1;
    change=0;
    SetBackgroundFrame(bframe);
  }
  else change++;
}


Whoa, I can't really concentrate right now, I hope it works..
#1774
So you want a backgroundanimation with 3 frames of sparkling stars and the possibility to switch the light on and end the animation / having another background frame, right?

I can think of two solutions:

1. You don't use the background animation and set the background frames manually, using a timer variable and SetBackgroundFrame. So, for example, you cycle through the first three background frames and when the light is turned on, you switch to the 4th frame manually.

2. You make the stars and object. This should be no problem, since it seems they just shown through a window. Then normally the window object is animated, showing the sparkling stars. When the light is on, you simply change the view of the object.

#1775
Okay, it's just that you can get really good advices in the crits lounge, so one thing you could do is to post the sprite / walkcycle with dark trousers over there and see if it helps..
#1776
Quote from: KhrisMUC on Tue 28/07/2009 18:10:30
To get comments on the sprite, post it in the critics lounge.
#1777
I think Radiant's point is that you CAN do something decent + worthwile without being an artist, but of course you need an artist to help you then (Radiant didn't make those graphics).

I myself wouldn't ever have had the idea to make a game without knowing my artistic skills..
#1778
Yeah, that's because 30 is a quite small number. You should try 200 or something. One second is 40 gameloops, so if the counter is set to 30, it means, the zombie attacks (more than) once a second..

EDIT:

But you should really connect the hitpoint reduction to a certain frame of the zombie's animation. Another pseudocode:

if(zombie is close && cZombie.Frame==4){
  blablabla
}

if your animation (or the frame's) delay is larger than 0, you should add the attack variable, because otherwise the HP would be reduced as long as the frame is shown..
#1779
Well, as wonkyth pointed out, there's no sense in animating a sprite before using it in AGS, because AGS uses views, in which all the sprites of an animation are stored in a certain order.

But if you want to make an animation (like the posted examples) nevertheless, you need to make a .gif with a program that can handle gif animations. Here's a thread with a list of programs and I'm sure some of them are useful for animations.

Oh, now that I think of it, it is possible to import gifs in AGS, at least there was a module/plugin with that feature..
#1780
You could decrease the HP only during a certain frame of the zombie's animation.

Or you could use a timer variable like in the following pseudocode:

int attack=0;

// in the rep-ex:

if (zombie is close && attack==0){
 attack=30;
 hp-=10;
}

if(attack>0) attack--;
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