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Messages - Monsieur OUXX

#1421
I picked that example randomly, maybe it doesn't work for StrLen. As I said I do it only for functions that cause trouble. But it's good to know that the old functions are still there, just slightly hidden (well, unless it's a faulty behaviour, like CW pointed out).
#1422
Quote from: Crimson Wizard on Mon 27/04/2015 15:25:45
Maybe it's even worth to distribute such module with AGS.

Well I don't have it as a module, I just quickly re-write those functions whenever I need them. Sowwy...
#1423
Hey I hadn't seen AprilSkies and Tabata's entries but they're fucking cool too!
#1424
Quote from: Crimson Wizard on Mon 27/04/2015 22:41:46
* Exposed GUI Panes to plugin API.
* DynamicSprite.CopyTransparencyMask() now does not overwrite transparency on destination with opaqueness from mask.

Neat! That got me excited.

Question: Does the "luminance" parameter allow to make the sprite brighter than originally, or does "100" still match regular brightness?
#1425
For future readers: Read the tutorial (included in AGS help) and watch the tutorial videos (on youtube)
#1426
Wow sinsin, your entry is very very good.
#1427
On a indirectly related topic : Sometimes, upgrading a module that was created for older version of AGS can be a pain in the back (e.g. replacing all "StrLen(...)" with "myString.Length").
What I usually do to perform a quick upgrade is to actually recreate custom functions with the exact same syntax as the missing ones:
Code: ags

//module QuickUpgrade
import int StrLen(String s);

int StrLen(String s)
{
    return s.Length;
}


The advantage of this is that sometimes the new functions can work in a very different way from the old ones(for example, code relying on the old sound system can be a pain to upgrade). So, you can do a quick upgrade, see if it works, and then if it's worth it, convert everything to the newer syntax.
Then you have all the time you
#1428
Lots of super cool concepts. Candy for the eye.
#1429
Sorry to step in, but I'm highly suspicious of a solution that would involve the need of calculating yourself the position at each game cycle. One of the many solutions: If the object needs to be moved at constant speed (the concept of "one pixel at each game cycle" is a bit blurry, e.g. if the object moves diagonally), you could use the Tweens module. Or you could make the moving objects invisible characters and use the "WalkTo" command and let the engine do all the work, then get their X and Y.
#1430
The thing with Mad's sprite is that the arms don't look rested enough. They did look rested in Trafflesby's original sprite, because the shoulders were broad, so the arms were just hanging vertically. But it doesn't work with Mad's sprite. They should be slightly bent or something.

As for the feet, it's indeed better if they are drawn horizontally (like Mad did) rather than slightly inclined (as in Traffleby's original sprte), but I wouldn't make that a universal rule. It depends on your backgrounds, and how you drew the perspective.

Overall, Mad's edit are better for color scheme and shading, while Hobo's edit is better for body and feet position.
#1431
haha you two guys always popping up in the last minute! :D
Great entries.
#1432
This is why I never ever use Linux. "Oh you want to run this game? Ever heard of the -m32 compiling switch?" ;)(roll)
#1433
Oh for god's sake, WRK, how do you manage to introduce warm lighting and cold lighting with ONLY 2 FUCKING COLORS? Can't you be NORMAL for once? 8-0 ;-D 8-0 ;-D
#1435
I'm eager to see this game
#1436
Quote from: Misj' on Sun 19/04/2015 19:31:08
I personally have no problem including OUXX's piece.

Wait what. No no no no mine was a joke, it cannot be re-used, I already submitted it for another blitz last month.

@Sinsin your bg can receive an extremely simple quality boost : 1) remove the dark grey almost-horizontal line that you used for the upper edge of the stone block above the door. 2) just make the upper side of the stone block lighter. (or make the lower part darker). BOOM.

If you want to remove some bluriness, then select the parts that have almost the same color (e.g. the grey parts, or the brown parts), and then for each use the "posterize tool" --> slightly reduce the number of colors. That usually does the trick. You can choose to do it only for the blurry parts.

You've done it. :)
#1437
Strnge but intriguing graphics
#1438
Quote from: Darth Mandarb on Thu 23/04/2015 00:38:28
Personally; I think what you've accomplished (so far) is pretty bad ass. 
I look forward to seeing how it evolves.

+1
#1439
Quote from: abstauber on Wed 22/04/2015 09:06:21
and just incorporate the 32bit update.
Even that you don't need. After discussion with CW, it turns out there was a misunderstanding, and the priority was to upgrade the 8-bit sprites from the Default Game, not all non-32-bits sprites. 16-bits sprites are alright.
What you can do, though, is just to change the game defaults to 32-bits with Direct3D9. And if you do that I'd recommend re-importing the backgrounds.
#1440
Completed Game Announcements / Re: Foundations
Wed 22/04/2015 09:06:43
Oh wow very impressive (as always)
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