player.SayAt(...) (or <any character>.SayAt)
Type SayAt in your script, highlight it, and press the F1 key to get the details
Type SayAt in your script, highlight it, and press the F1 key to get the details
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Show posts MenuQuote from: Ilyich on Thu 09/11/2017 22:15:42
- Set your brush to scatter
(...)
- add some size and rotation jittering
Quote from: ThreeOhFour on Thu 09/11/2017 13:43:42
If you're keen on using Photoshop trickery, have you considered using photo textures over scenes and then reducing colours? It's not an "automated process" but it's a very fast way of working, and is pretty common.
Quote from: Crimson Wizard on Tue 31/10/2017 00:21:01Quote from: Radiant on Mon 30/10/2017 09:40:44
* Non-anti-aliased TTF fontsQuote from: Alan v.Drake on Mon 30/10/2017 20:36:28I am also not sure about this
Don't know about aliased ttf fonts, some might be designed to look good, assuming font hinting is in effect.
Quote from: Radiant on Mon 30/10/2017 09:40:44I don't this topic well enough : Couldn't that be helpful to upgrade just the EXE of a game without downloading the entire game again? I favor the principle of storing the resources outside of the EXE.
* Being able to set for every individual sound and music file if it should be inside the EXE or not
Quote from: ThreeOhFour on Wed 08/11/2017 18:58:58
For the final image, this would be pretty simple to replicate using photoshop brushes, using pencil mode to stay away from soft edges, as this is basically what they've done. Just start with darkest shades, and work up through your ramp as you paint layers. I suggest some editing afterwards to lose the obvious copypaste look, though some don't bother with this.
Edit: Something similar I've done in the past is painting one small piece of foliage very carefully, then copying and pasting it around the image on all areas of foliage. Then I paint the seams in and add variety. This saves a lot of time and if you paint it in enough, it's basically impossible to see any repetition.
Quote from: Slasher on Mon 30/10/2017 08:59:22
Issue with Cat/Washing needs looking at...Spoiler
Need to get closer... This is the issue[close]
Quote from: eri0o on Fri 27/10/2017 10:24:29I phrased it badly but that's what I meant. So I still mean what I wrote.
the goal isn't being able to survive AGS upgrades, but to survive a game upgrade.
Quote from: Cassiebsg on Mon 23/10/2017 16:55:49
If you just do some "minor" changes in code, it won't break the savegames. However if you add/delete any assets like variables, sprites, objects, rooms, characters, etc. It will break the savegame. You can though take some precautions to avoid it breaking if you add dummy assets to your game, that you can use later on in case of an update.
Quote from: Durq on Mon 23/10/2017 10:12:23
Is there a thread you can link me to where this question has been discussed before?
Quote from: bx83 on Mon 23/10/2017 10:57:39If it was 32-bits all the way, then you don't need to do that. But still, my comment about studying the flaws of RGB handling (by studying the Trublu code and related discussions) should help if not everything useful has already been said here.
32 bit all the way.
Export the phylactere sprite...?
void repeatedly_execute_always()
{
for (int i=0; i<10; i++)
{
gBlockingGUI.Visible = true;
LabelTest.Text = String.Format("i=%d", i);
bool exit;
while (!exit)
{
mouse.Update();
if (mouse.IsButtonDown(eMouseRight))
exit=true;
}
//Display("");
Display("Done! (%d)", i);
gBlockingGUI.Visible = false;
}
}
int frameCount=0;
void repeatedly_execute()
{
LabelTest2.Text = String.Format("frame=%d", frameCount); //This is never executed
}
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