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Messages - MurrayL

#181


"We find it very reasonably priced. For inedible slop."
#182
I'm very, very sorry for the lack of activity!!

University is a big priority, unfortunately, and I just plain ran out of time to do all the things I wanted. Nevertheless, the summer holidays are upon us. With this post, I am proud to drag Marvin Cooper out from the dead (or stasis, at least) and straight back into active, daily development.



Yes.
#183
Sorry for lack of updates lately - being a lowly student all of my assignments suddenly crept up on me.

Fear not, though! They are almost conquered and I will return to work forthwith!
#184
Thanks for the help guys!

I created a new GUI called gInventoryDim which is just the same size as the regular inventory, filled with a semi-transparent black.

if ((mouse.y < 50) && (gInventoryDim.Visible)) {
    gInventoryDim.Visible = false;
  }
  else if ((mouse.y >= 50) && (!gInventoryDim.Visible)) {
    gInventoryDim.Visible = true;
}

This way the inventory GUI has the right mouse pointer (because it is always visible) but doesn't distract from the rest of the screen when it's not in use.
#185
It's a pop-up bar at the moment, although I could make it permanently visible if it would solve the problem.

Just to clarify, this GUI isn't a modification of the default game inventory nor is it a modification of the default game pop-up bar - it is a completely new GUI which consists solely of an inventory display.

EDIT: Okay I changed it to Normal, Initially Off and now the cursor behaviour is working how it should.

I'd like to be able to 'dim' the GUI when the mouse isn't over it though - how would I go about doing this?
#186
Sorry to bump the topic, but I really need to know how to do this.

Obviously there is some code somewhere that is able to change the mouse cursor when it rolls over the inventory GUI - I just need to know how to disable it.
#187
That section of code wasn't in there; I completely replaced the inventory GUI, so I'm guessing I took that bit of code out as well.

Obviously pasting it back in didn't do anything; how do I link it to the new GUI?
#188
Hey guys, quick question;

I have an inventory bar across the top of the screen, and every time the mouse moves over it the cursor changes to the regular pointer sprite (and back again when you move out of the GUI area).

How do I make it keep whatever action cursor was in use?
#189


New promo image, hot off the press!
#190
Yes, I can compress the final compiled version into a zip or rar, but doing that only alleviates the symptoms of the underlying problem - that problem being why AGS has decided that all my sprites should be three times (or more) larger in filesize than they actually are.
#191
Hey guys,

Some of you may know that I'm making a pretty big game at the moment. The background art is 1024x768 and all the sprites are full colour and alpha-blended.

I have barely 1/10th of my graphics in the editor at the moment (perhaps not even that) and the compiled .exe is already over 50MB in size!
The actual source graphics folder (and I mean ALL of the graphics for the game; including stuff that isn't even in AGS yet) is only 40MB, but every new sprite I import seemingly adds another megabyte or so; why is AGS hugely inflating everything?

I haven't even begun to add sound or music yet, and if there isn't a way to make AGS play nice then my game is going to end up being 1GB or more.  :-X

I have tried using the compress sprites option, but it made no difference at all.
#192


Sorry about the slight jump between the first and last frames; I'm not quite sure why it's doing that but it certainly doesn't do it in-game :P
Hopefully it gives you an idea about the animation, anyway.

Also, here's one of the full size frames (complete with transparency).

#193
Okay, well I've done it now by changing the x position of the character manually after unlocking the view.

I don't see why there couldn't be an unlockViewAligned method though. If one can lockViewAligned to the left, centre or right of the previous frame, then surely you should be able to do the same thing again afterwards?

Just a suggestion, and of course that's not for this forum  ;)
#194
Hi guys,

I've searched the forums for an answer to this problem, and unfortunately I've only seen answers that don't quite help.

I have a character who has to play a one-off animation of jumping backwards. This is fine in and of itself - the animation plays fine in-game and the start of the animation is nicely lined up with where the character is to begin with.

The problem is that once the animation has finished it unlocks the view and, of course, the player character jumps back to where they started.

I'm currently using LockViewAligned (aligning to the left), but obviously it only aligns the jump animation. Is there some way of aligning the normal view, after you unlock it, to the last frame of the previous animation?

Hope this makes sense - it's driving me crazy.  ???

I realise that I could manually modify the characters X/Y values to move them into the right place, but it feels like there should be an easier method.
#195
I'm proud to officially announce the production of Marvin Cooper and the Cuboid Conspiracy!

Synopsis
You play an ageing space pioneer, exploring the galaxy for alien artefacts in the hope of finally getting enough pay to retire.

You have a terrible record of keeping your assistants alive, and your flying skills leave a lot to be desired, but you refuse to take anything but the most dangerous jobs. One day you pick a job that leads you to a far-off planet, and you begin to unravel a conspiracy to bring down the human empire from within.





This game will have:

  • Full colour art!
  • 1024x768 resolution!
  • Voice acting!
  • A full digital soundtrack!
  • A great storyline!
  • More facial hair than you can shake a stick at!
Progress Report
Background Art - 95%
Character Art - 15%
Interface Design - 85%
Scripting - 30%
Music/Sound - 0%




I've been working steadily on this game since the summer, and believe me when I say the pre-production for this game amounts to a very large heap in the middle of the room.

The entire storyline is planned from start to finish, including every cutscene and crucial room interaction. I've also scripted the full dialogue for the first half of the game, continuing on when I get that far in development.

I've pretty much done all the background art, just some extra bits and pieces left to finish off.
The characters are my weak spot, I'll admit, in terms of my own inability to draw humans. Nevertheless, I've completely animated the main character and his (first) sidekick in just a week, so I'm confident it won't be a problem.

Music and sound have yet to be started, but I will be doing complete voice acting throughout the game, as well as a fully digitised soundtrack.
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