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Messages - Matti

#481
Completed Game Announcements / Re: Hang On
Tue 27/06/2017 11:44:35
Cute game, I enjoyed it a lot (though I got stuck like scavenger). The art style is really nice and I liked many other things about it too.

I'll definitely play your other game soon!
#482
General Discussion / Re: foto generator
Wed 07/06/2017 12:20:46
I think I can do better, with a bit more patience and using my drawing tablet instead of the mouse. I'll try that soon ;)
#483
General Discussion / Re: foto generator
Wed 07/06/2017 11:56:14
This is fun :)

Here are my creations:

#484
Take this example from the manual:
Code: ags
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hDoor)
  Display("Mouse on the door");


Instead of displaying text you can of course change the cursor sprite or whatever you prefer.
#485
What resolution do you use? Make sure to import backgrounds in the same size as your game resolution. If you want that black void around the room, do that with your image software.
#486
AGS Games in Production / Re: Unavowed
Wed 26/04/2017 12:13:27
Very nice screens! I like the portraits.

Quote from: InCreator on Wed 26/04/2017 11:27:59
A question though, what is this weird base art resolution you're using? It looks too pixellated to be 640x480 yet I don't recall 320x240 being able to pack so much detail on single screen?

I think it's 640x360 (twice the size of 320x180) which is a reasonable aspect ratio for modern screens. [edit: beaten by Dave]
#487
AGS Games in Production / Re: Moonchild
Wed 29/03/2017 12:03:21
Looking good, but Snarky made a point there.

My suggestion would be to post thumbnails with links to original sized screenshots. That way we could see what the game "really" looks like. Not sure what your browser or the forum did with your large images, but it's quite unsatisfying to look at (arbitrarily) downscaled screenshots.
#488
Critics' Lounge / Re: mountain scene
Tue 07/02/2017 11:07:39
The new version looks quite nice and is a GREAT improvement over the first one, good work!

Some parts seem unusually sharp and could need some AA imo:



Quote from: Monsieur OUXX on Fri 03/02/2017 14:44:04
PS: I'm really happy that you managed to identify what it is. So far, all the people to whom I showed it couldn't tell what it is.

I could identify it clearly too, and I think it looks quite nice.
#489
If I'm not mistaken, you don't need the bool lowMusic nor the function LowMusic().

In your case, as you just want the chanMusic.Volume to increase or decrease until it reaches musicVolume, all you need is

Code: ags

if      (chanMusic.Volume > musicVolume) chanMusic.Volume--;
else if (chanMusic.Volume < musicVolume) chanMusic.Volume++;


in repeatedly execute.
#490
Yes, the tree looks blocky, because the pixels are twice as large in width and height than the others. Is that intentional?
#491
Maybe that's the problem?
#492
You can still put the question/explanation/code in spoiler tags or make it clear to people that when they follow the whole thread they might not have much fun in case they want to play your game. I don't think that too many people follow this thread anyway, so I don't really see the problem.

If you don't want to spoil at all, then the question is indeed silly ;)
#493
Put SetBackgroundFrame in the before_fadein function, then it should work. Putting it in the rep_exec without any condition is not a good idea anyway, because then it'll get called 40 times a second (or whatever framerate you use).
#494
Quote from: Mandle on Wed 05/10/2016 14:36:14
Is your real name Slartibartfast by any chance?

I had to google him, but yeah, I see the point ;)

Thanks!
#495
So far everything on the map is static. I could animate some tiles but it would slow down the performance drastically. Maybe I'll animate some later on and make animations optional, but that's definitely not on my priority list. I agree though that at least animated water would be a nice touch.
#496
After a summer break I started working on the game again yesterday.

As I'm still not planning to implement real pathfinding (in this version) there won't be continents or islands in the game. But I felt the urge to at least add some sea coasts and there we go. It means more coding and a lot of additional drawing but it's also a lot of fun and really adds to the game.

@ Kyriakos: Many thanks for the kind words! :smiley:

#497
AGS Games in Production / Re: Guard Duty
Tue 27/09/2016 12:24:39
Great new screenies, this looks very exciting! Keep it up.
#498
Are you reffering to the same situation you posted 3 days ago? If so, please don't open new threads for the same problem you have.

Your english isn't easy to understand and just because you're stuck, it doesn't mean that people just provide all the code you need.
#499
I had the same thought about the open slots, but the lighting would look different. I also agree with Blondbraid. The last image looks very cold and less atmospheric with the whiter light.
#500
Quote from: slasher on Thu 15/09/2016 18:16:53
The Buttons refers to virus security warning window where there are buttons to run game or cancel...If you select cancel ags error boxes come up..

Exactly why didn't you mention this before? And is it even related to your original problem?

Also, why don't you (still) even bother to answer the questions you're asked? I really don't get it.
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