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Messages - Monsieur OUXX

#2361
CLEAN SPLASH #2

CUP-SHAPED SPLASH #1 and #6

DRAK SPLASH #1
#2362
Quote 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?

Believe it or not, I tried that :D In my mind: "you give me a sprite that would be in any Indy game, I give you a background that would be in any Indy game". Apparently the idea was so outrageous that I didn't even get an answer ;)

#2363
Quote from: Amélie on Sat 06/07/2013 01:09:31
The face is the tricky part at that pixel size

*gasp*
Apparently it wasn't too tricky for you!
Did you just draw that face or did you copy and paste it from somewhere elese? (Fountain of Youth's newest sprites?)
If you drew it, then I'm afraid I'm gonna have to beg you to draw a front face, a side face and optionally a back head (just those 3 heads!)

If you could do that you'd seriously boost the level of quality of our project.

PS: apparently you didn't like my shading too ;)

========

EDIT:
Damn. It is the face from the new FoY Indy. I hate you, the entire humanity, I'm going to dig a hole, lay into it, and wait for my own death.
#2364
Notice how each face is different. Which one is the best in your opinion?

The first one is obviously the one that looks the most "naive" (with the childish face and the nose sticking out) but it's also the one that has that cheeky Harrison Ford look on it.

What do you think?

[imgzoom]http://img259.imageshack.us/img259/4055/muol.png[/imgzoom]

Damn, in moments like this I wish I could swap bodies with ProgZmax. I'd do it in his sleep, he'd never notice.
#2365
Advanced Technical Forum / Module for mirror?
Thu 04/07/2013 16:53:05
I've searched through the forums and even though several threads ask what would be the best way to implement a mirror, there doesn't seem to be an actual module that does it. Or, if so, those are extremely old threads (2003, 2004...).

It wouldn't be too hard to script it myself but I'm looking for something a bit flexible (distorsions, etc.) -- or at least I'd like to focus on scripting that bit instead of starting from scratch.

Do you know of any such mirror module, or a module that does something else but could be modified? (e.g. the Lake Reflection module or the Underwater module)
#2366
WHAT DOES IT DO
      It allows you to play any sound so that it repeats smoothly,
      thus allowing you to transform any sound effect into an ambient loop.

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.

WHAT DOES IT NOT DO
    No handling of spanning
    Plays the sounds on the first found channel, with priority 1
    => You can easily tweak the module to add those refinements.

Compatibility :
    made in 3.2.1 (not tested below)
    Works with "enforce new style audio scripting" to true.


Download (version 1.0)
#2367
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

I've seen that one but the download link(s) is (are) broken.
Also CW I do know you're on the verge of breaking all the built-in limits (that's great!), but I can't wait, and 3.3.0 is still way too buggy to work with it in my case.

Anyway the update I've posted above works BUT don't you beloved scripters forget that it still doesn't work with sprites that have an alpha channel, because of the well-known limitations to DrawImage (here we draw the particles onto a transparent sprite => no go)
#2368
Quote from: abstauber on Wed 03/07/2013 09:44:45
I use the way more advanced (but complicated) Particle System Manager from jarakeen.
Is it the one that has a flock of bats in its demo? Damn, I was looking for it.

Anyway:
I created a version that uses a single overlay, which allows to go above the "20 particles" upper limit.
You module remains 99% unchanged -- the end-user simply has to pass a boolean in Weather.Init to tell if he wants to use that feature.

I suggest you update the first post of this thread.

Version 2.0

#2369
Hi abstauber,

correct me if I'm wrong but this module creates one overlay per particle, therefore there is an upper limit of 20 particles or so? (because of AGS built-in limitations)
#2371

Hello, Indy lovers!

How about a nice new background?
Well, here you go.
This is not our best background to date, but still, it's nice and it will remind you some happy times playing FoA :)





And, as usual, don't forget that we are looking for more artists. Don't be shy :)
#2372
That's all deadly: not only the game, but the commentary AND the video of you making the guitar animation :D
Also making the game open source will surely encourage people who want to make an OSD game but wouldn't know where to start with the battle system!
#2373
Quote from: Snarky on Sat 29/06/2013 16:35:46
What I'd do is ...

Thanks a lot Snarky!!!
#2374
Quote from: Anian on Sat 29/06/2013 11:56:27
Monsieur, are you talking about Anti-alias settings?

No. :) Your post actually answers questions I asked a few weeks ago (just a little bit earlier in that very same thread).


I'll try to test with the alpha channel and the threshold setting, to see if it's possible.
In Google I've found a handful of people talking about the magic wand having a setting allowing to choose between "similar colors", "similar luminosity", and why not "similar transparency" but I can't find that setting, so I don't know if it exists in my Photoshop (CS3) or even if it's a fantasy.
#2375
Opposing gay marriage doesn't make you an asshole.

It makes you someone who doesn't understand the concept of freedom. You cannot deny to others the freedom you allow yourself. Especially if you base that refusal on some genetic peculiarities, like being left-handed, ambidextrous, or gay.

Not understanding freedom and democracy is just sad, in 2013.
#2376
Photoshop: how to have only 100% opaque and 100% transparent pixels?

I'm looking for a process to do that as quickly as possible on as many layers as possible :
- I created an animation in Photoshop
- each frame is made of several layers
- each layer contains mostly 100% opaque pixels, surrounded by 100% transparent pixels BUT at the border there are some pixels that aren't 100% opaque. I want to make them 100% opaque or 100% transparent (and, only if possible , based on a threshold: less than 50% opaque becomes 0% opaque, more than 50% opaque becomes 100% opaque)

I don't know what's the best way to do that.
What would be amazing: if it were possible to do it at once for all visible layers (using the "merged" color of a pixel rather than the individual color of that pixel in each layer). But that would be asking too much... ;)

#2377
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)

As I wrote: using that to access only cSally is bad practice. But otherwise, I believe what you wrote is not correct (and also very condescending). How do I iterate on a collection of objects if I have neither "objects[ i ]" nor an iterator (foreach or something else) ?

I understand how you misunderstood what I wrote.
But Crimson wizard is right : in this discussion, there are people talking about the Keys, and some talking about the Orders. That was the point of my very first post. Nobody can agree on anything until everybody has decided what they want to talk about.
#2379
Where's that recent thread about drawing and animation tools?

Hi all,

Very recently (one month ago at most?) there was a discussion that digressed into all the cool tools to draw in low-res and to animate.
The big advantage is that it was pointing to very modern and recent tools (unlike the sticky thread in the Critics Lounge subforum, that is very very old).

The thing is, I can't find that thread. Was it in Critics Lounge? Somewhere else? I promised myself I wouldn't lose it, but I did.
#2380
integer IDs have a reason to exist only if they are unique (that is: even if you delete an object in the array, and create a new one somewhere else, then the new one cannot receive an ID that was given before).

And if they're used that way, they would only exist as "convenient" way for the end-scripter to compare two objects. For example, in a loop. By convenient, I mean "for someone who isn't comfortable with comparing references".

But, as it has been said before, if kept, the IDs couldn't be used any more as a way to iterate on arrays and stuff. They would become totally independent from indices.

==============

Ryan, I understand your point, but you're saying nothing new : using "character[1]" instead of "cSally" is bad coding practice. The scripter should use indices ( [1] ) only if he needs some abstract arithmetics on objects : iteration, addition, shifting, whatnot. And if he wants to do that, we assume he's scripted long enough to understand what he's doing. (e.g. "not deleting an object in an array while iterating on the array, using the last index as an exit condition" -- classic mistake with beginners, in any language)

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