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Messages - Nixxon

#241
This is amazing!

What would be the schematics behind bundling a game with the engine for commercial sale?

Please let us know!

#242
#243
Thank yee oh almighty one and gentlemen of the procession. :P
Don't expect to see JJ released too soon I'm afraid, that's not to say we're not hard at work creating it but alas there's quite a lot to create... or re-create would perhaps be more accurate. Here's just a little conceptual mock up of JJ's new and what I personally believe enhanced visual suite.


Peace out and thanks for being so patient... I wan't to bare children with each and every one of you.
- Teh N1x ;)
#244
Cheers VelÃ,  ::)
Expect to see JJ bigger and badder than ever... coming soon... shh ;)
Thanks for your support guys :D I'll have some new mocks up soon to boast JJ's new graphical style.
- Teh N1x
#245
Competitions & Activities / Re:March MAGS
Sat 03/04/2004 10:48:31
bah plenty of animations! :P
No colour/res restrictions, or i will hurt you  ;)
#246
Competitions & Activities / Re:March MAGS
Fri 02/04/2004 13:29:50
way to go Geoffkhan, very worthy of the march mags cup :P
#247
Competitions & Activities / Re:March MAGS
Fri 02/04/2004 09:18:33
winner should have been announced 3-4 days ago, enough time to write the next months rules and have them sent to Klaus, confimed and posted etc.
#248
Competitions & Activities / Re:March MAGS
Fri 02/04/2004 04:32:51
C'mon what's going on? i've been checking this thread 5 times a day for the last 4 days. I'm really eager to enter this month.
*cracks whip*
#249
Competitions & Activities / Re:March MAGS
Thu 01/04/2004 15:32:33
Quote from: Mats Berglinn on Thu 01/04/2004 15:20:19
Hey, shouldn't the winner be announced? It's 1 April already, so the new rules should have been appeared by now.

Bloody well put ol' chap
#250
Ok, I think i've found the problem.
AGS discards any info related to the DIVx.
using the config.exe in the main divx directory I tried a couple of tests such as "saturation -100" in media player the divx was black and white, low and behold in AGS it was in full colour. All brightness and bipubic (soft) resampling modes were also ignored while being played in AGS.
CJ, i beg of yee good lord, the cut scene avi's are crutial to my games development. Please work your glorified skills in the art of magick and try to resolve this wee problem in your next beta.
Thanks mucho's
- Nixxon :P
#251
Heya,
Just a lil' quiry about the use of AVI's in ags. I've noticed AGS tends to define the edges of MY divx, giving it a very sharp and scartchy look. Where as when played in media player, the quality of the avi remains smooth and blended.
Doubting there's a way around this, I cry myself to sleep on a regular basis. However if anyone can sudgest a route to victory, I'd be eternaly greatfull.
Thanks a lot :D
- Nixxon
#252
god damn, just walking around the world you've created is pure inspiration. detailed BG after BG.
Must continue playing....
l8rs :D
#253
omg... oldschooool!
#254
Quote from: Pumaman on Wed 10/03/2004 20:35:19
The problem is that the appropriate Windows functionality to do this is only supported on Windows 2000 and XP. It's not really possible to do on Win 98/ME.

However, I could add it as an extra feature for those OS's only, I'll look into it.

Cheers, that'd be great! :D
when you say "appropriate Windows functionality" I'm guessing you mean the process of actually binding the 256 colour icon to the EXE, since 98 'does' display 256 colour icons (not 95/3.11 etc). There was a programme i found a while back in which you could change the icons of any exe, was usefull for my swf files at the time.
#255
Quote from: Alex Lowes on Wed 10/03/2004 08:28:38
Everybody wants AGS to support higer resolutions.
But till now the AGS community survived with 320*240 ;D ;)

Your point?
#256
*Nixxon begs CJ to implement 256 colour "setup.ico" support in the next beta*

Edit by strazer:

Tracker entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=153
#257
Critics' Lounge / Re:A Background for C&C
Wed 10/03/2004 10:15:43
Oh dear lord... nifty shite :)
As for the chimney shadows, you have to find your direct light sauce. At a guess I'd say it was the sky therefore your lights should tend more towards the right side of the building and shadows on the left where as it's currently the opposite. However in this image it's really not an obvious factor since a number of light sauces could be found behind the viewable area. Perspective seems alright; maybe some foreground objects might balance the image out better.
Bloody nice BG all up.
- nix
#258
Cheers SSH :)
It was not so boldly stated in the if/else statments page, I understand it's hard to imagine reading the manual through lamens eyes. It sometimes tends to leave you less knowledgeable than when you started reading it. Then again, maybe I have shit for brains? S'all good ;)
#259
Quote from: terranRICH on Tue 09/03/2004 15:18:55
And why did you put "GetCharacterAt" twice?
The "manual" implied I had to.

Thanks SHH, just pasted your code but alas -
 // script for room: Repeatedly execute
if ((player.x==220) && (player.y==200)) {
DisplaySpeech(EGO, "just procreating work female genitalia");
}

Runtime error: function still open, missing "}"

Odd since the "}" is there in tact  ??? :-\
Any ideas? Really appreciated :)

#260
Howdy :)
I'm having trouble getting my EGO to speak after he reaches a certain location. I've tried a number of methods to no avail. Here's what seems to be the best possible sollution i could think of.

// script for room: Repeatedly execute
GetCharacterAt(220, 200);
if(GetCharacterAt(220, 200) == 1) {
DisplaySpeech (EGO, "Well lick my pouch and call me a peasant");
}  

But no cigar? And clues? Thankis :D  8)
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