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Messages - Monsieur OUXX

#1241
Quote from: Blondbraid on Fri 06/11/2015 13:35:24
QuoteDo you mean the portrait or the sprite?
Mostly the portrait, but a bit of the sprite as well, it's the hook nose and monocle in combination with him looking short and chubby I say.
Changing one of these things would probably help him look less like the penguin. If he is an officer in the Nazi army he probably shouldn't be
particularly fat unless he's an armchair general who makes his minions do all the hard work for him. And he seems to have Spock-eyebrows, which looks
kind of weird to me, but otherwise I'd say this seems to be a villain with pretty great potential to be a memorable adversary to Indy.
I can't say I understand where all that is coming from. The portrait wasn't made by me, and when I saw it, I thought "wow that's cool portrait of a seemingly-soft man who is in reality very vicious"; but when I read what you wrote it all sounds exaggerated to me.

@cat: Maybe it's the scaling down that makes him smile. Well, I mean, he is sort-of smiling, but it's not a warm, engaging smile. EDIT: yes, it's definitely the scaling down. Nothing that can't be fixed with a touch of "Liquify" in the large drawing before scaling down.


But anyway could we focus on the sprite, please? lol.
#1242
@Satyr: Very good redraw but don't you think the head is a bit big and high up?
PS: who the hell are you? :)
#1243
Quote from: Blondbraid on Thu 05/11/2015 20:42:27
Just my opinion, but I think he looks too much like a recolor of the Penguin from batman.
Do you mean the portrait or the sprite?
I think the portrait conveys quite well who he is: neither an evil genius nor a brutal guy. Both: Quite litterate, elegant when he appears in the high society, but he's an officer in the nazi army and is very revengeful and merciless, even brutal when he realy wants something.
#1244
Actually I shouldn't have drawn him shorter. He should be the same size as Indy.
#1245
How about trying compatibility modes in the game's .exe file? Maybe Windows won't try to take over the palette as much as in regular, modern Windows 7/8/10 modes

Apart from that: Yeah, just fake 8-bit colors using 32 bits. the only solid reason to use 8-bits would be to save a few megabytes of space (nowadays it's meaningless) or to use palette shifting. Do you intend on using palette shifting? Nah bro. Also don't use 16-bits because even though it's less old than 8-bits, it's still super old (the golden age of that tech was at least 15 years ago).
#1246
Come on people, some voting is needed! :-D (I'll myself will vite as soon as my damn network will let me see the pictures)
#1247
Critics' Lounge / Indiana Jones nazi villain
Thu 05/11/2015 14:36:55
I've tried to give the little sprite personality and to have the fetures of the drawing (low, large mouth, hook nose, that weird haircut from the 30's...) but I'm not very good at this.
Also I'm not very happy with the monocle.

If someone feels like making this sprite awesome, then be my guest.

#1248
Suggestions for the character:
- make the leg go forwards then also backwards, with the medium position being vertical (at the moment they only go forward)
- make the body vertical (at the moment he's bending forwards)
- when the head goes down one pixel, the whole torso and his should also go one pixel.
- make the arms go back and forth.

#1249
Quote from: lucasio6 on Fri 23/10/2015 11:38:25
So I found the problem.

AGS did not (always) recognize/execute the script for the door hotspot in room 2 because I had not manually set the function in the 'events' tab for the hotspot. Instead, I had copied the script from room 1 to room 2 directly into the 'room script'. (roll)
Does this make sense?

Yes it does. Sorry for not being able to look into this.
#1250
If you want to make an original product and differentiate yourself from your competitors (sorry to speak in marketing terms) then make a game with a lot of contents. Don't spend too much time on graphics but create a real story and a lot of rooms and puzzles. It's so annoying to play games that are way, way too verbose, with way too few puzzles. Spend less time on each room and instead think of a way to create twice the usual number of rooms or chapters.
#1251
Quote from: teemue on Thu 29/10/2015 21:49:15
I'm the guy whom Chris Jones asked to make the first sierra-styled grey icons for his new Adventure Creator-game engine. They were supposed to be temporary but actually stuck inside the AGS engine for a looong time - Sorry for the quality, I was like 16 years old back then :D (darn it, that's like 16 years ago!)

Mind blown. You're like a proto Icey Games.
#1252
Snarky got it right.

Let's leave aside the small issue with "DoOnceOnly".

Your core issue is that there are instructions that you should avoid using in cutscenes because they are executed after the script, i.e. after the cutscene. You should just remember "this instruction does not mix well with cutscenes". Changing the player character is one of those "toxic" instructions in cutscenes.

So, then, how to fix that? Here again you need one core idea: It is that you should chop your cutscene into several scripts, each of them happening in the right room at the right time, with a way for each of those scripts to pick up where the previous script ended, so that the cutscene appears as one long cutscene. That's what's explained in detail with room_AfterFadeIn and all those conditions scripting.

It took me a long time to understand that: cutscenes that span across several rooms with player-character swapping are to dealt with carefully.

Spoiler

Also, off-topic:
Code: ags

    cBern.SetAsPlayer();  //Feel the Bern!

[close]
#1253
Cool entry CassieBg!

Here is my final "entry":
(credits: Amelie drew the pigeon!)



Quote from: Kastchey on Sat 31/10/2015 01:39:31
I've always been a little envious of the artists who can pull off a panorama perspective just like that.
Well if you look at the several iterations you'll see that there was a lot of trial and error.
Also, there was of course a massive use of vanishing lines, I just hide them on the final drawing.

Quote from: Snarky on Fri 30/10/2015 13:20:16
Is this a specific actual location?
Well maybe if you were standing at the top of the Buttes Chaumont's hill you could have a downhill view like this and see the Sacré Coeur in the distance. But the scene here is definitely imaginary.
#1254
I've had this issue too on modern systems (Windows 7+) without realizing that it was because the file was going to the wrong folder. I thought it was just because the game's exacutable hadn't been  unlocked yet after a debugging session.
#1255
Quote from: Crimson Wizard on Thu 29/10/2015 09:45:54
DrawingSurface.Release cause texture to be updated only if the image is currently a part of the visible object on screen. If it is just a dynamic sprite you use as intermediate buffer (as seems by your example), then it will never be created into 3d texture. Textures are created only for bitmaps that has to be displayed on screen (room backgrounds, view frames, overlays, gui gfx).

Well then it's all god because it is indeed a temporary buffer.
Hurray! Thanks for your answers.
#1258
Quote from: Crimson Wizard on Wed 28/10/2015 16:33:33
It will ignore modifications until you release drawing surface. It may render many times in between, but your modifications are not guaranteed to be included in render until you call Release.
OK that's what I was worried about. So that means the scenario I described before (which I'm doing in my script) is hazardous:
1. Get the drawingSurface of a sprite "mySprite", 2. Draw things onto that surface, 3. Draw "MySprite" into something else (for example, onto another drawing surface: ds.DrawImage(0,0,mySprite.Graphic)) before releasing its surface.
You're saying that this might work but not always. OK.
To be honest I'm just afraid to release the DrawingSurface as often as I should just because of performance concerns.

#1259
Spoiler



If you remember THIS... ;)
[close]
#1260
I'm still a bit confused.

Quote from: Crimson Wizard on Wed 28/10/2015 14:37:46
The sprite is in no way connected to drawing surface (except if you create one of it)
Except if I create a what of what? If I create a DrawingSurface of the Sprite, or a Sprite of the Drawing Surface?

Quote from: Crimson Wizard on Wed 28/10/2015 14:37:46
AGS internally may need to convert raw bitmaps into Direct3D textures. It does so after DrawingSurface is released. That is why you won't see any changes in Direct3D mode until you call Release.
What you're saying is that for its internal workings AGS will ignore any Surface modification until rendering time because it needs to convert it to texture before displaying it, right? But I can still copy and paste and draw DrawingSurfaces as much as I want before the end of the cycle, without worrying about texture conversions, right?

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