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Messages - Monsieur OUXX

#3701
Hi all,
It's AGS related but it's not technical --> Here we go :)

Does anyone know where I could find a font suitable for 320*200 but that has a constant width?
Something similar to Courrier New.
The goal is to display things on screen with regular spaces, and it's annoying to have the display ruined when there is a narrower character, such as an 'i'.

Any ideas?
#3702
Quote from: Andail on Mon 26/04/2010 08:54:58
The name, though...I suppose it's meant to be read like AGS-shack, as in a garden shack? If it hadn't been for the graphics, I'd instantly read that as AGS-hack, as in hacking AGS. Just a thought.

I can be read both ways ;-)
Look for "AGSH" in the forums and you'll know why! :-)

Well, I'll definitely change that "Shadow".
#3703
Quote from: abstauber on Mon 26/04/2010 08:28:11
Well it's also possible with merging views during runtime. But be warned, it'll include some heavy scripting.

What you can do is: export each layer into a seperate view, like underpants/character, shirt and pants.

During runtime you create a dynamic sprite. Then you take a viewframe from each view (character, shirt, pants again) at the current frame of the character. After that you draw all three viewframes on the dynamic sprite's surface and apply it to the characters viewframe.

So we agree that you'll have to generate the graphics dynamically at runtime.
I'll detail the idea even more :
- create all your graphics for your naked character, import them in AGS in a view.
- create all your graphics for a piece of garment #1, import them in AGS in a view.
- create all your graphics for a piece of garment #2, import them in AGS in a view.
Importing them in views will make it easy to manipulate them/load them/iterate through them from your AGS script.

In your script, whenever you render your character (you can let AGS do that automatically with the naked character, for example), then you must use the current state of the character to decide how you're going to draw the clothes. For example use the methods of the "Character" object to find out what frame of its walkcycle is being rendered.

Once you know that, use the DynamicSprite methods to start rendering the clothes on top of the character. Since you know what frame of the character is supposedly being drawn, you should be able to find easily the corresponding frame of the clothe's view, for each piece of clothe.

That's pretty much it.

Note that the solution above is a compromise of what I wrote in the forst place, i.e. using a native object (Character) to do some of the basic computing, and scripting yourself (with DynamicSprite) to do the fancy stuff.
#3704
Quote from: anian on Mon 26/04/2010 06:39:48
The shadow of "AGShack" sign is not in the same font as the sign and is kind of a bit too wide perhaps.

Yeah, I know. It's not really a shadow, it's more one of those fancy effects with the same text repeated in the background, a bit like here :

But I agree it might look a bit awkward. Any other opinions?
#3705
Hi,

Your explanations were pretty clear.

AGS is not very good at creating dynamic graphics composed of layers that you could show or hide. Only the GUIs can do that, but you'll lose the benefit of having a Character.
If you really want to stick to a layer system, then you'll have to make your hands dirty and start reading the documentation of the DynamicSprite object, for example.

Otherwise, you can use workarounds. For example you could move simultaneously several objects* (one for the legs, one for the torso, one for the head, etc.) depending on the clothes you want your character to have on. (The difference here is that there will be no layers - instead you choose "what legs" he's going to have).

*I'll leave it to you to find what kind of objects you'll want to use (will it be Characters? etc.).
#3706
That game's excellent!
#3707
Hi all,

What do you think of this loading screen?

I'm always crap at choosing how much shadow there should be, and how much the fonts should be outlined.



Note: the fruit that appear transparent are components that are not loaded yet.

#3708
Thanks for the very detailed answers. Especially by Calin.
I'll try to capture the animatins mentionned, I'd really like a discussion about their individual qualities.
#3709
Quote from: Babar on Sat 24/04/2010 13:15:41
No-Action Jackson had some very pretty and detailed animations

The download links seem to be down.
#3710
Quote from: Ascovel on Fri 23/04/2010 20:51:54
Downfall's lady characters were pretty as well.

Yes indeed. But the lady character who's the main character, even though she's well drawn, has practically no animation (the legs are hidden by the dress in a slightly awkward manner).
#3711
Quote from: markbilly on Fri 23/04/2010 20:41:44I liked the guy from The Infinity String.

He's certainly more than OK, but not perfectly drawn. for example< his face on the side walk is not great.
#3712
Quote from: Khris on Fri 23/04/2010 17:25:50
The CL is exclusively for presenting some work of art.

So what should I do? I don't think I can move the thread.
#3713
Well I thought it'd be better here than in the general talk because it's really about questionning the quality of the artwork. It's not something like "who do you think is the coolest dude in a game?"
However, if you feel it should be moved, then please moderators feel free to move it, and sorry.
#3714
Hi guys,
Which do you think is the "prettiest" AGS character ever drawn?
- the drawing must be perfect
- the animation must be perfect
- it must be complete (at least 4 walk views, ideally 8, ideally the talk view)
- try to think of 2 characters : the best low-res character and the best hi-res character.
- It shouldn't be a licensed/copyrghted character.

It's really a visual thing, here. It's not about the character's charisma.
#3715
On the same topic, but not completely (I didn't dare creating a new thread) :

Is there a place to download animated characters resources? There's a page for that on the site but it seems not to have been updated since 2006, and the contents are eventualy quite poor considering the thousands of characters that have been created since AGS exists.

The Critics forum often shows only part of the characters, so it's not the best place to browse for that.

Did I miss something?


I didn't see the sticky thread in the Critics forum  :-\
Sorry for interfering./
#3716
Quote from: monkey_05_06 on Fri 23/04/2010 00:51:26
It would be cool to be able to do this, IMO anyway.

Yeah, definitely.
#3717
Thanks so much!!!
I actually managed to download the zip.
#3718
Hi all,
I remember that some time ago someone posted a thingy to restart the game in a different resolution.
It was claiming to change the resolution in-game.

I just can't find it anymore.
Anybody has an idea?
#3719
If game #1 is running 800*600 and game #2 is running 320*200, can game #2 be run from game #1 using RunAGSGame ?

[EDIT] Has this suggestion been implemented? http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33772.0


OK, my question is silly. The answer is surely "no".
Thanks anyway.
#3720
Critics' Lounge / Need testers for modules
Mon 19/04/2010 10:58:44
Hi all,

This thread is intended purely for scripters.

It's all about downloading the modules "File Manager" and "Double-linked lists of Unmanaged structs" (you'll find them in the "Technical forum").

Run them, play with them, and tell me if the results you get match the documentation detailed in each function's header.

Basically, the goal is not to propose enhancements but to make them 99.9% error-prone.

I hate to ask people to do that, but it's because those modules will be an essential fundation to my script and I want to make sure that they're reliable.

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