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Messages - Monsieur OUXX

#1781
This game series amazes me, because I'm sure that if I tried to replicate that, it would take me AGES to produce such nonsensical text. And you produce LOADS of it.
#1782
Quote from: Crimson Wizard on Fri 28/11/2014 08:37:02
AFAIK people usually just make black borders around actual room background
Definitely the solution.
#1783
There had already been some similar technology launched last year ( here ), but I must say this one goes one step further in automation.

It must have a lot of flaws (e.g. some lighting angles that don't make it look great), but like always with rendering technologies, the most important question is not "is it fully realistic?", it's instead "does it look impressive when used properly?". And yes, yes it does.

EDIT: unlike SpriteLamp, it doesn't seem to handle the light coming from "behind" the sprite. It's more like bump-mapping. However, as I wrote, it's way more automated than SpriteLamp and doesn't require artistic skills.

#1784
Quote from: abstauber on Thu 27/11/2014 11:02:29
Unfortunately I don't have any experience with non-latin-char based translations

I know I'm always posting the same thing, but I suggest you read this : http://www.adventuregamestudio.co.uk/wiki/Fonts

I mention it very briefly in the first part, but I had investigated a bit, and basically I believe I recall that Cyrillic alphabet fits in the 256-chars table, and that it's how it's meant to be. Therefore all you have to do is find/make the font, and you're good.
#1785
Quote from: Amy on Tue 25/11/2014 08:07:24
It's about time that all those background artists of Indy Jones games compete against each other.
In French we call that kind of tongue-in-cheek provocation "blowing on the embers" ;) ...And it seems to be working, I'm all exhilarated.
#1786
Quote from: Dread Spectacle on Tue 25/11/2014 15:13:06
I have made some progress on a more polished version
I have the same complaint as everyone else : (SPOILER)
Spoiler

- I picked up the salamander, went to the devil's house. Put the salamander on the altar.
- I noticed that the "element" hotspot was there.
- I went back to town to pick up the mercury, and then went again to the altar.
- I couldn't find the "element" hotspot, to put the mercury on it. I looked for it with the mouse, it's like it had disappeared (I've read here that some people say it's 1-pixel wide?) I gave up and never finished the game
[close]
#1787
Hey I didn't see the problem was gone.

Oh, and to answer your questions: it never hurts to repeat things that have already been said, when it's rephrasing the solution (and describing the issue's root cause in a more general manner) thus making it easier to understand and remember.

EDIT: actually, it doesn't seem to me that the problem was gone, therefore, I don't think my post was unnecessary. The best evidence are the several posts by both you and AprilSkies coming after rmonic79 said "and the problem is gone".
The problem is not gone, since there is an issue with resetting the scaling, and rmonic79 fixes it by working around it. I'm not sure I fully understand his issue but my AGS scripter instinct tells me his workaround is unreliable and error-prone.
The reason why I insisted on Aprilskies' post is because I think that would solve the issue permanently, and more elegantly. Also I "re-typed" it because I wanted to help rmonic79, and make it more clear how one sets the restart point.

Long things short: I find your last post very strange and unnecessary conflictual, Vincent, to say the least.
#1788
I'm not deliberately ignoring this post, but I have no idea.
#1789
SO. FRICKIN. TEMPTING.
#1790
Yes, yes, triple yes!

About the Click/OnClick debate: Is the function meant to simulate a click (as if the user clicked), or intercept a click?
If you simulate a click, then it sould be "Click". If you want to intercept a click and script some actions accordingly, it should be "OnClick"
#1791
Quote from: Cassiebsg on Sun 23/11/2014 21:01:20
@Monsieur OUXX, wouldn't Regions solve that problem? I also had problems making the character move away from an area and saying his lines when I was trying to do it with a Walkable area... solved it with creating a region though. :)
I meant regions. I don't think there is a "player stands on walkable area" event, but there is a "player stands on region" event. My point was: Since scripts are executed in a specific order, it's hard to intercept such event, especially force the player to not do the script instructions that are queued in the events "beyond" the region that's supposed to intercept his actions.
#1792
Quote from: Shane 'ProgZmax' Stevens on Sun 23/11/2014 23:34:59
instead of doing on/off flash effects, have it light up and then quickly darken back to the original.

Out of curiosity: I don't understand what you mean. Some progressive fading?
#1793
That's really nice. I likes. Now hurry up and make an awesome game with that awesome set!
#1794
Regarding the middle-click: it should definitely be moved back to right-click. It makes no sense as it is. If there are conflicting controls, then a proper solution must be found.
#1795
Quote from: Crimson Wizard on Sat 22/11/2014 23:45:53
Did you know that RunInteraction() only runs interaction function after current script ends?

NOPE. That might allow massive script hacks, that's really cool.

For example I've always had trouble intercepting "player stands on walkable area" events, to make the player automatically say "oops I shouldn't go there" and then come back. But he always does it after reaching destination, when it's too late. My 6th sense tells me this might be fixed with that. (I haven't given it a thought yet, it's just intuition)
#1796
AprilSkies is right : you never ever need to reset all your rooms manually.
You just need two things:
1. Define the place in the game that you consider to be "the beginning" (most of the time, it's the main menu screen) : In that room script, add instruction "SetRestartPoint();".
2. Whenever you want to start a new game, call "RestartGame();" It will not only bring you back to the "restart point", but it will also reset all memory as it was when you called "SetRestartPoint", effectively starting a new game.

First, try that, and then we'll see if you still need to fix your scaling issue.
#1797
Additionnally to what Mandle said (which is the most likely cause), sometimes you're stuck in a conversation just because you forgot to add the "stop" command inside of the dialog editor. That's because the game automatically plays the last available dialog option (when the player has said all other options before), and as soon as it's finished, it automatically plays it again. And again. Etc.
#1798
Quote from: Radiant on Sat 22/11/2014 11:12:31
Some famous platformers including Iji and Eternal Daughter have been made in Game Maker, though... so it has to be possible somehow?

It's always possible to do anything with anything, really.
It all depends on how accustomed the programmer is to the environment (and because of human nature, they can get accustomed even to the worst tools, and even start defending their flaws) or how smart the developer is (some genius guys don't even care that the tool is all broken, they see the issues instantly and quickly produce great demos no matter what).
#1799
Additional critique to darth Mandarb's one; regarding the castle shading when the lighting strikes: The castle should actually be almost all black since the lightning falls behind it. That's less work for you.

#1800
General Discussion / Re: Quicken from 1990
Fri 21/11/2014 00:28:43
Should have made it in COBOL.
(I never thought I could use this sentence one day).
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