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Messages - Monsieur OUXX

#2421
I'm trying to script this behaviour:
1) you click on an object with any action cursor
2) the character starts walking there
3) On its way it steps on a walking area that has a "standing on" event.
4) I want that the character immediately starts walking back, and doesn't do any of the things he'd have done if he had reached the object.

I'm almost there.
But after the character comes back, he still performs the actions queued by the interaction attached to the object.
In particular, if I use "look at", then he starts walking, then stops when he hits the special walk area, then walks back then he DOES say "that object has nothing special about it".

How do I dump all queued actions as soon as the character walks on the trigger walk area?
#2422
Is it possible to switch back and forth between AGS 3.2.1 and Draconian r7?
I'm extremely interested in the "dialogs can have subfolders" feature of 3.3.0 beta 2 but that version is still way too unstable for me to use it. So I'm trying my luck on Draconian, but I don't want to break comaptibility.
#2423
Quote from: miguel on Fri 31/05/2013 12:32:23
Zee front view looks like Indy is on a catwalk, like doing modelling or something, and the back view looks like he's in a rush. Not a normal rush though, more like Dustin Hoffman retarded rush.

Dammit. I wouldn't be able to fix that even if my life depended on it :(
#2424
no comment?
#2425
Engine Development / Re: Skinning the winsetup
Fri 31/05/2013 10:37:12
Quote from: Joseph DiPerla on Thu 25/04/2013 02:23:47
Specifically ReadRawLineBack and ReadStringBack to edit the config file from within a game. The unfortunate thing about editing cfg files within a game is, that changing those settings would require a reboot of the game as most of those options are graphic/hardware related.

There's a module that does this: you change the settings in-game, then the game reboots and brings you back where you were.
#2426
Engine Development / Re: Skinning the winsetup
Fri 31/05/2013 10:35:42
Quote from: JanetC on Wed 24/04/2013 23:14:52
Quote from: Crimson Wizard on Wed 24/04/2013 22:01:36Why would you change list/button positions for every other game?
This would actually be incredibly useful for commercial games.

I recall Gemini Rue annoyed the tester when it got graded by a games testing magazine, because it had that "I'm old and I have weird, archaic start-up options" in-your-face attitude.
As an example, it would have been  much clearer for players if "DirectX5" and "Direct3D9" could have been replaced at will (by the developer) with "no hardware acceleration" and "hardware acceleration".

#2427
BUG REPORT : Quick launch icon

I just installed 3.3.0 from http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0.exe
I checked "create quick launch icon". I have XP home edition (in French)
An icon does get created in the Quick Launch bar, but it doesn't have the AGS icon (instead it has Windows' generic "program" icon), it's called "My Program", and points to "C:\Program Files\Adventure Game Studio 3.3.0\MyProg.exe".

It seems to me that someone forgot to change the default settings of the installer designer.



BUG REPORT : file modified externally

Every now and then (actually, way too often not to be incredibly annoying), I get the following message when I hit Ctrl+S to save the game:
"The file <script file on which I'm working> has been modified externally. Do you want to reload it?" <Yes> <No>
However I'm just working with the regular embedded Editor.
Whenever I press "Yes", the file gets reloaded and... the cursor skips back to the first line.  :angry:

I have no idea what could cause this, but my system is a bit slow: Could the syntax highlighter's execution thread be a bit too slow to update the contents of the text window (the one containing the source code), thus messing up with the timestamps, and thus causing another AGS thread to believe that someone else modified the files?


BUG REPORT : crash caused by conflicting pop-up window
Unfortunately I don't have the crash report for that, but I suspect this is a side effect of the previous bug (above). When there are two pop-up windows conflicting to be displayed at the same time, it causes the whole Editor to throw an exception and kinda crash (I wrote "kinda" because the Editor doesn't completely crash, you can pretend nothign happened and continue working)
#2428
Quote from: Mati256 on Thu 30/05/2013 22:37:30
I would love to see some full version of those backgrounds in your new banner.  ;)

By request :)


@Mati256: Didn't you work on some "Tanis" backgrounds?
#2429
The Rumpus Room / Re: Name the Game
Fri 31/05/2013 09:49:15
Quote from: Grundislav on Fri 31/05/2013 09:35:07
I won it at a Mittens.

Ha! ha! Oh, the irony! Was it Mittens in Ireland? If so, I probably have the video of your delighted face when you receive the prize.
#2430
The Rumpus Room / Re: Name the Game
Fri 31/05/2013 09:32:56
Could it be "Make your own point n' click as a Second Life Machinima" ?
#2431
EDIT: I double-posted by mistake
#2432
I'm sharing my work files but I've been really stupid, I've merged the wrong layers.
All I can do is give you this : https://www.dropbox.com/s/fswt65wj4rlwgcd/logo.zip
(the .pdn file is a Paint.Net file with more work layers, and the .psd file, as you know, is photoshop)


When you said "reflected by the sreen", did you mean upside-down, like it's reflecting in the floor?

#2433
Quote from: selmiak on Thu 30/05/2013 21:43:47
the BL can stay in normal form (like facing the screen) and even be a bit reflected by the screen. I just distorted it with the 1s and 0s as I only have the flattened image...

Ok, I get you, except for " and even be a bit reflected by the screen". How can it be reflected by the screen, since it's on top of it?
#2434
Yes, the game is moving forward. We'll soon announce a new demo.

Are you an artist? Why not volunteer for one background? :)

#2436
Quote from: Eric on Wed 29/05/2013 18:26:22
you'll be doing yourself a favor by creating the logo as a vector file that can be rescaled.

I believe that file already exists.

@cat: Thanks for the vectorized version, but it doesn't help with low-res. What do you guys think of cat's bevel effect? Does it make the logo look better, or not?
Cat, you actually made me realize that the guy who made the logo used rounded corners on the left side, and sharp corners on the right side. I'm not sure how I'm going to deal with that.
#2437
Hi everybody,

Here is an "indiana Jones in suit" walk cycle.

I'd like to know your opinion.
But first, please read this:
- The anti-aliasing doesn't matter. There's no need for fancy shading.
- It's normal that the head is a bit big; there is a slight cartoony aspect to that Indy. It's an artistic choice.

So, if you see something really wrong with the walking animation, or if you have an idea for enhancing Indy's face, please let me know.





Note: if you decide to do a paintover, you must know that the sprite was scaled up 3 times. Yes, I'm aware of the Imgzoom tag, but it's all blurry on Firefox. Please don't start a flamewar about that.
#2438
Quote from: Anian on Wed 29/05/2013 14:07:48
All that bevel photoshop effect cheapens it a bit and it's not really that good for a logo

So, how would you make it look "not cheap"?
Maybe I should:
1) redraw the 0's and 1's to make them fit on pixels
2) Manually create the bevel effect, with a lot more contrast, a bit like this :




By the way, the logo is meant to stay at that low resolution, and with that shape (I didn't create it, ano I don't want to change the concept). BL stands for "Binary Legends".
#2439
Quote from: Technocrat on Wed 29/05/2013 13:47:39
Is it sad that I can remember where most of these animations go in the game?

It's helping me "watching" the animation in my mind (with so few frames, it can be hard to tell one animation from another by just watching the pictures), so in this case it's not bad to be a nerd, it's actually helpful.  :wink:
#2440
The title says it all : I intend on dumping all FoA character sprites into image files, and then make big tiles of them, to be able to browse through them quickly.

I've already done Indy and Sophia (below).

My process:
1) Find and download the small "LucasRipper" utility from the web
2) Make sure you are a legal owner fo FoA (floppy disk version -- LucasRipper has trouble with the talkie version)
3) Export all sprites using the tool
4) Do a bit of cleaning/sorting into subfolders
5) Download and install ImageMagick 6
6) Run this command in the folder containing the png files: montage -geometry +4+4 *.png output.png

[imgzoom]http://img593.imageshack.us/img593/3832/outputh.png[/imgzoom]
[imgzoom]http://img341.imageshack.us/img341/8587/outputx.png[/imgzoom]
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