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Messages - Monsieur OUXX

#2461
The Rumpus Room / Re: Icey games' thread
Mon 29/04/2013 20:58:53
IF YOU LAUGH YOU LOSE.



#2462
Quote from: Shane 'ProgZmax' Stevens on Sat 27/04/2013 03:54:38
add a layer on top of the room and then draw in darkened outlines that fit with the primary color of each object.

Apparently you did that, and even though you didn't show the sprite in the final version, it seems to work! Congratulations.

Indeed, it's no biggy to have a very pixelly/non-shaded sprite on top of a painted background, but still, there needs to be consistency of some sort. I couldn't put my finger on it, but ProgZ did : you need a good contrast on the background.

To sum it up: the issue isn't really when the sprite isn't anti-aliased/shaded while the background is. The issue is when they look like they're drawn in two different drawing styles: if the background is not well contrasted, it looks a bit like it's water painting, while the sprite looks like it's drawn with a permanent marker. That's what didn't work in the early version.
#2463
No big deal, but just in case it's a bug on the forum : I used to have 2 "awards badges" under my avatar on the forums (one for participation Technobabylon 3, and one, I believe, for helping with Nelly Cootalot).

They've disappeared for a few months now. Just sayin'.

#2464
Too late, the microwave is now locked :-D

(PS: Microwaves in the 80's used to look like tanks)
#2465
Quote from: Billbis on Sat 27/04/2013 09:55:45
But for a analogical clock,

Thanks for the tip, but I'm definitely looking for digital.
#2466
Quote from: NickyNyce on Sat 27/04/2013 13:09:11
the handle on the window.

Unfortunately I can't change that :)
#2468
Quote from: lavakiss on Sat 27/04/2013 09:45:49
the top dial doesn't look quite right because of the way the thin triangular bit goes across the shading of the bit underneath

Ok, I get you.
#2469
Quote from: Armageddon on Sat 27/04/2013 03:06:57
the wood on the left could use some more contrast

Yes, I've been changing it several times and I can't find the right balance (it's either too flat or catching the eye too much).
I'll shift it to red, that's a good idea.

Quote from: Armageddon on Sat 27/04/2013 03:06:57
the gradient is very sloppy

The white-on-black gradient inside the window? :( It was a way to avoid having to draw the inside, while still having a little something concrete, so that anything inside the microwave doesn't look like it's "floating" on a black background.

Quote from: Armageddon on Sat 27/04/2013 03:06:57
the hexagon pattern is very sloppy.
You and ProgZ seem to share that opinion. what exactly looks sloppy? It was my favourite part :D

Quote from: Armageddon on Sat 27/04/2013 03:06:57
The stains could be a little more consistent.
Consistent how? In color?
#2470
Hi,

I recall there was a module meant for managing that kind of displays :




...but I've been searching the forums and I can't find it anywhere. Anybody remembers what's its name or where it is?

#2471
This is a microwave, DOTT-style.
Let me know what you think.

Overall, I really like it, but the drawing is a bit dirty in some places.

(resizable picture)
[imgzoom]http://img443.imageshack.us/img443/7765/microwave01.png[/imgzoom]
#2472
Quote from: Anian on Fri 26/04/2013 14:40:20
Your interpretation of "porn" is very odd

I don't think it's porn, I just thought that's first step to rule 34, considering they're dressed as tentacles and yet not wearing much clothes and they're not in a completely natural/neutral position.
Anyway, I just posted that picture for the lulz.
#2473

...No exception

#2474
I had no idea CDATA was something universal, I thought it was specific to AGS; that's why I overlooked the Wikipedia article and everything else.
Thanks for the clarification, guys.
#2475
Quick quesiton. Here is an excerpt of a regular .agf file :

Code: AGS

      <Dialog>
        <ID>0</ID>
        <Name>dMulbray1</Name>
        <ShowTextParser>False</ShowTextParser>
        <Script><![CDATA[// Dialog script file
@S  // Dialog startup entry point
return
...
@8
mulbray: Goodbye.
stop
]]></Script>


What does that stand for:
Code: AGS
<![CDATA[ ... ]]

I'm confused by the single opening bracket and the double closing bracket as well. And the exclamation mark.
#2476
Quote from: AJA on Tue 23/04/2013 17:48:29
I may have lost the source code to this a couple of weeks ago when my hd crashed. :undecided:

That's tragic  :( I was already dreaming of adding some labels for the dialog options, and managing the goto-previous automatically  :~(

Thanks for the help, though! The tool is really really useful for swapping the order of the dialog options. That aspect of regular AGS is archaic.
#2477
There's something I don't understand in the tool.

If I understand properly, in AGS, the way to make branched dialogs would be as follows:
- you create a "parent" dialog
- you create a "child" dialog
- Then when the wanted dialog option is chosen in the parent dialog, a call to "goto-dialog" calls the child dialog.
- When the child dialog is finished, you can call "goto-previous" to go back to the parent dialog.

That means, in regular AGS, you need two different dialogs (the parent and the child).

However in Dialog Editor there is this system of children nodes. Therefore I assumed that the children dialogs would be "embedded" in the parent dialog, and that the "goto-dialog" and "goto-previous" calls would be automated.

But it's not the case: When the player clicks on the dialog option that triggers the child dialog/node, then the child dialog options appear, but the parent's dialog options don't disappear: They are also still displayed in the available options. I see all the options from both the parent node and the child node.
What am I doing wrong?
#2478
Hey I'm reviving this topic, because firstly this is a great tool that ought to be known by every AGS user.
And also because I have a question :
At the moment, the tool silently adds an "option-off" after each branch of dialog, to disable them as they're used.
Is there a way to disable that? At the moment this is a blocking issue for using the tool.
EDIT: I didn't notice that the settings were hidden under the "export" submenu. SOLVED.
#2479
Quote from: NickyNyce on Mon 22/04/2013 11:24:13
you could place this anywhere

Code: AGS
cMoss.SetIdleView(26, 250);
 

Thanks! I never noticed the second parameter to that function. Solved!
#2480
I usually hate having to create the characters in the Editor, because I realize views never end up being used like I thought they would.
And that's what's happening again, to my great distress :)
How do you use the blinking view?
At the moment I have :
- a normal view, which is only one single loop with one single sprite( it's for a completely static character)
- a blinking view, which is only one loop with one sprite (the sprite with the eyes closed)

I thought the blinking view would be called once in a while, but I'm probably mistaken on how it works.
I've read somewhere it's only for Sierra-style speech. Is that still true?
Maybe I should use the idle view instead? In that case, could you tell me how I can increase how often it's triggered? At the moment it happens very rarely.
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