Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Matti

#901
If exgain is a global variable then just name it differently  ;)

Of course when you call the function you can put whatever variable you like as the parameter (like 'exgain').
#902
AGS Games in Production / Re: Metal Dead
Thu 03/03/2011 12:51:09
Looks like a lot of fun!
#903
A fist fight with a monkey sure looks like fun  :)
#904
I can't think of a reason for that error, but you could change the number of room 1..
#905
You can either animate the character in a way that it looks like he's jumping or you can alter the character's z coordinate to elevate him off the ground.
#906
Quote from: deee on Sat 26/02/2011 17:18:38
The problem is just getting a lot of characters into the editor, for there is just the possibility to add/import 1(!) new character at a time. We need a button in the editor, allowing the import x instances of the exported character y.

Yeah, I second that request, it would save me some time too.
#907
Quote from: TonyJ on Thu 24/02/2011 15:18:32
when i try to disable walkable area i get an error which states ' Error (line 2): Variable 'RemoveWalkableArea' is already imported, and also I get the same when I try to enable walkable area

It looks like you didn't place the command inside any function (room load, rep-exe..), but instead at the top of the room script. That's why AGS probably thinks you're trying to import a variable.

Regarding the door: You can manually set object.BlockingHeight and object.BlockingWidth which should solve the problem.
#908
Great first game, I enjoyed it all the way through!

Looking forward to another game by you.
#909
General Discussion / Re: Who has 5.1?
Thu 24/02/2011 03:34:23
Who has AGS 5.1 ? I only got some old version, 3.x or something..
#910
We need more info. Where did you put the baseline? What walkbehind are you talking about - do you mean an actual walkbehind area, or just the well and its baseline? Is the player supposed to be able to walk behind the well? It doesn't look like there's enough space for a character.

In case you really can't get it right, you could also cut out a piece of the walkeable area where the well stands.
#911
Quote from: Ouxxey_games on Tue 22/02/2011 16:36:00
I couldn't test it using D3D9, though. I had to use DirectX. Otherwise the chipset fails to initialize 1024x748x32. That's common to every AGS games if I'm not mistaken.

I used D3D and it worked fine. One of my games has the same resolution/color depth and works fine with D3D too.

Quote
On a separate note:
Ì guess it's not the "AGS_MoviePlugin" plugin ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=41562.0 ). I couldn't find the thread corresponding to the theora plugin you used. Did you develop it yourself?

As he said, he used scotch's plugin: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34910.0
#912
Everything runs fine on my laptop.

I have 2x2 GHz, 4 GB RAM and a rather crappy graphic card (SiS Mirage 3).

Can't wait to see the updated chapter one  :)

Edit: The only thing that bothered me was, when looking at the feet of the sharkfighter, they seemed to stutter strangely. When I didn't look at the feet the walkcycle looked great. I'm not sure what's causing this, but I don't think it really matters.
#913
Well, now it's beer not coffee. But cigarettes nevertheless.

Too bad I don't have a joint nearby.
#914
Quote from: Studio3 on Sat 19/02/2011 02:21:04
& Scavenger's long list that I am def going to read.

;D
#915
I think it looks great.

I don't know how long you spent on the BG, but in any case I guess you will learn to speed things up over the time. Especially if most of the BGs in the game will look similar, then practice will help to make them faster.

Anyway, I would love to see that game come to life and you should hang on to it, unless you really think that it will take too much time to ever finish it.

Oh, and I'd love to see this with parallax layers.
#916
The editor source code has been released and is open for anybody.

Edit: I just realized that the link is broken. You could PM Chris (Pumaman) and ask for an updated link.
#917
Nice entries.

ProgZ, isn't it "duplicitous", without the one "i" ? Nevermind, must have misread it..
#918
Not really. You can resize dynamic sprites, but zooming in the whole background with objects and characters is a futile task I guess.

Btw. something similar has just been asked: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42870.0
#919
It doesn't matter if you don't actually use the sprite, it still has to be somewhere in the sprite folder, right? What happens if you delete the sprite (and possible views that contain it)?
#920
I never studied at the HU, but sometimes I go to HU-parties, so maybe we'll see us there ;)
SMF spam blocked by CleanTalk