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Topics - Nixxon

#41
How can I make mulitple characters appear on screen after a certain event?
should i just have them start there after fade in with invisible views... then change the views when i want them to become visible?
Is there a better way?
Thanks, appreciated :)
#42
I want character 2 to move when character 1 has reached a certain loacation x/y.

How do i go about this?
sorry for the noob-ness :P
cheers
#43
Beginners' Technical Questions / Speech box
Tue 04/11/2003 12:46:25
Ok most noob'ish question i've ever posted.
What's the best way to display a close up view of my ego's head talking next to the text?
Without replacing the ego's idle view.
Just think KQ 5-6 etc.

Sorry again, Cheers
#44
General Discussion / what's this tune from?
Mon 20/10/2003 10:25:48
Greetings :)
Hope this is the right forum... looked the most relevant.
I'm after a classical song for a game I'm currently making, I'm not sure of the compossers name, hence I'm having a little trouble finding it.
I've made a short tune in fruity loops of what the first few notes sound like... it's a pretty popular peice, you hear it everywhere (namely fantasia i think).
If anyone could name the composser and song for me... you'll have my eternal kudos :) cheers

The File -
http://www.2dadventure.com/ags/soundslikethis.zip
#45
Advanced Technical Forum / 32bit colour
Thu 16/10/2003 14:09:18
Any plans for 32bit colour in the near future? Would be very spiffy!
Couldn't see how it would decrease performance, then again what would I know???  ??? :-\
Thanks :)
#46
Advanced Technical Forum / 800 x 600
Mon 13/10/2003 06:02:05
Just wondering if 800 x 600 compatibility is a top priority on the AGS to do list? i'm hesitant to compile my game untill this feature is enabled... Am I in for a long wait?
Cheers:D
#47
Critics' Lounge / W.I.P Toon BG Style
Mon 29/09/2003 13:02:06
Tell us what you all think of this?
Still requires a lot of back/fore ground detail to be implemented, wanted to get an some C&C on the initial style before i got too carried away.
i.e - Perspective is too intense, colours are too vivid etc.
Thank yee all :D


#48
Critics' Lounge / Is this style worth it?
Tue 22/07/2003 19:59:09
Greetings,
I've recently been experimenting with the infamouse smudge tool. Apon hours of doodling it seems apparent that it can be used to produce somewhat vivid background images, my main concearn is that of the 'time factor'. It involves relentless bordom and I fear I'm gambling with my sanity whilst creating these images. So the true question... IS IT ACTUALLY WORTH IT? I'm not overly impressed with the outcome (example below - took around 5 hours... you see my dilema?), infact my heart leans more towards cartoony type drawings. If only i could draw so well on paper... I must be developing early signs of parkinson's desease.
(a half finished tree, a stone.. and half a sky... youth gone...)

Anyways... I'd appreciate any speed enhancing tips from anyone who has endured this kind of work... or maybe i should just give up while im.. behind  :-\
Cheers :)  ;)
#49
Critics' Lounge / new IbeX demonic logo
Thu 17/07/2003 13:26:39


Done in Photoshop with a combo of smudging and relentlessly playing around with the saturation. C&C appreciated :D
Cheers
#50
I designed this logo for a couple of friends in a band, took around 1 1/2 hours all up. Tell us what you think  :P

#51
Howdy  :)
I want to be able to skip my intro when i press escape... however i can't since my intro consists of the cursor being in wait mode for the entire duration... how can i get around this? heres the code -

if (IsKeyPressed(27) == 1)
NewRoom(7);
PlayMusic(1);
SetObjectView(2,23);
AnimateObject(2,0,2,1);
SetObjectView(3,24);
AnimateObject(3,0,2,1);
Wait(200);
ObjectOff(0);
ObjectOn(1);
SetObjectView(1,22);
AnimateObject(1,0,5,0);
while (IsObjectAnimating(1)) {
Wait(1);
}
NewRoom(9);

Thanks a lot, greatly appreciated  8)
#52
Greetings :D
Simply put, how would i script a new room to load once my object has finished it's animation view/loop?

heres the object and animation in question -
SetObjectView(1,22);
AnimateObject(1,0,3,0);

thanks :D

EDIT -
Tried this to no avail
while (IsObjectAnimating(1)==0) NewRoom(9);
#53
tada! Duke Stalker (project name star whores - the next penetration).
A short teaser will be available in meer 'Eons' but untill then... gander at some screenies. Hype never hurt anyone? right?....RIGHT?








Full game shall feature -
dozens of cartoony 320x200 BG's
Roughly 20+ characters
A story (boo yeah)
Bunch of Funked up Music

Soon to be released Teaser shall feature -
About 4.5% of the shit above ;)

BTW - screenies above are still under construction so to speak... in any case, i don't wanna spoil too much do I? ok yes.... yes i do.... shhh
#54
greetings :D
I'm thinking of recreating a scene from KQ3 and just wondering if someone could quickly post a couple of KQ3 screenies for me, I'm using XP and as we all know it's about as responcive as a dead terd concearning DOS apps/games and I'm unable to print screen.
I've also googled it, to no avail.
Thanks, would be very much appreciated ;)
(the screenie i have in mind is the jagged hill below mannan's house)
#55
hail :D
In my menu screen i've disabled all cursor modes (walk.look.use.talk) appart from the pointer. For some reason however, If i right click cycle through my cursors in this menu screen, it changes from the pointer.. to wait... then to walk.
Is there a way i could just disable right clicking all together? or perhaps fix my script so that it stays as the pointer and ONLY the pointer?
Here's the script anyhow -

 // script for room: Player enters screen (before fadein)
 GUIOff(2);
DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_USE);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
SetCursorMode(6);


Thanks :D

EDIT - Disableinterface works, but then i can't click on my "play game" hotspot  :-\
#56
Hail all.
Can anyone recommend a prog that can apply icons to exe's? I used to have one, just can't for the life of me remember it's name...
Cheerio'
#57
Critics' Lounge / Unfinished BG
Sat 07/06/2003 03:33:16
Made this when i was learning the ropes of Photoshop, can't be bothered finishing it... thought i may aswell put it up for C&C in it's 'fetus' like state. :)



#58
Just wondering how i would go about making sierra style convo's?
if u talk to a character for the first time it plays one topic... once the conversation commences and u talk to the character for a second time... a different topic is played... third... forth etc. all this without 'chosing what to say' if that makes any sense

Edit -
I consulted the web based manual. it skims on the sierra type convo's and doesnt show how it should be scripted, since I'm a fully fledged retard, i need this spelled out for me :P
this is what i get -
DoDialog: all options have been turned off
#59
Hail, when i inspect my inventory items i want a larger image to appear on screen with text under it. perfectly alligned in the middle of the screen.
eg.

======
=image=
======
text text
text text


I was thinking the image could be a GUI (could easily place that where i want), as for the text under it if i use DisplayAt it comes up as windowed text... with white behind it.

i know i can use a GUI as a window background and make the back and fore ground colours "0" so the actuall window would be 100% trasnparent and the text would be defined where i want it.
How do i do this?
I've made the GUI text window but in-game it's still plain old white.

OR -

is there an easier way all together?

Thanks, i love u all  8)
#60
I have drawn a GUI inventory window on my GUI and my script goes as follows -

function hotspot3_a() {
 // script for hotspot3: Interact hotspot
 AddInventory(3);

However the item doesnt appear in my GUI inv window... if i press alt-I it does infact appear in the default AGS inv window. What am i missing in my code?

ALSO -
(non-related matter)
I've managed to create a closeup window (which is actually an object) of a hotspot to appear when the initial hotspot is looked at. (eg. look at glass (hotspot) - big close up of glass appears (object)

// script for hotspot2: Look at hotspot
 ObjectOn(0); // close up of the glass
 DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
GUIOn(3); // the cancell close up button

(notice i've disabled all other cursor modes (apart from interact) while this object close up appears, since i dont want the player walking underneith it, taking part in other actions on the screen and so forth while it's still present)

It all works fine, i've even scripted a "cancell" GUI button to also appear accordingly if the player decides to close the "close up object" this also works fine... however when i want to display a messal val when i interect with the new 'close up object'  it does nothing. Infact any type of interaction concearning the new close up object is unregisterd.

I hope i've been clear in my question, any tips would be extreemly appreciated :) :)


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