CLEAN SPLASH #2
CUP-SHAPED SPLASH #1 and #6
DRAK SPLASH #1
CUP-SHAPED SPLASH #1 and #6
DRAK SPLASH #1
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Show posts MenuQuote from: Snarky on Sat 06/07/2013 11:39:55
Maybe all the Indy fan games should go the Maniac Mansion Mania route and share art assets?
Quote from: Amélie on Sat 06/07/2013 01:09:31
The face is the tricky part at that pixel size
Quote
Note that it will work better if the sound is rather uniform (no
recognizable repeating sound in it) and not too short.
For example, if you have a "storm" sound effect, avoid having
one outrageously recognizable thunderclap sound right in the middle of
your ridiculously short loop.
USE:
Example :
aSound1.Play_Ambient(); //this plays aSound1 in a smooth loop
aSound1.Stop_Ambient(); // stops aSound1
Stop_Ambient_All(); //stops all ambiant sounds
LIMITATIONS
You can play up to 10 ambiant sounds simultaneously. change macro
MAX_AMBIENTS to increase the limit.Please note that the real limit
is the number of channels. There is a need of 2 channels per ambiant sound.
Quote from: abstauber on Wed 03/07/2013 15:10:19
This is the one I use: http://www.adventuregamestudio.co.uk/forums/index.php?topic=36706.0
Quote from: abstauber on Wed 03/07/2013 09:44:45Is it the one that has a flock of bats in its demo? Damn, I was looking for it.
I use the way more advanced (but complicated) Particle System Manager from jarakeen.
Quote from: Anian on Sat 29/06/2013 11:56:27
Monsieur, are you talking about Anti-alias settings?
Quote from: Ryan Timothy on Fri 28/06/2013 18:41:46
Quit trying to argue that it makes sense to use character[ 1 ] to point to cSally. It doesn't and never will. No. (face palm coming very soon)
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