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Messages - Nixxon

#361
oh my god cool...! cheers
can't wait to get this whole thing working, could be uploaded as a reference somewhere if any other AGS'ers would be interested in using this style of GUI.
Anyways ill post again soon on it's progress,
many thanks :)
#362
Gilbot your an absolute champion!
Thanks a million.
Currently unable to fix the code up though... will browse through the manual and see if i can peice it together slowly but surely :P
So glad it's possible, thanks again :D

Yeh the text parser was a pretty cool novelty type funtion, t'was used for a few puzzles.
#363
One transparent onscreen cursor... when you clicked on a hotspot it expanded a transparent menu with "look. use. take. talk. use with inventory -" etc.
I have a feeling the KQ7 GUI was similar... too long ago to remember
I could bring up a GUI when the cursor clicks on a hotspot with look, take, speak etc.
Only prob is... the GUI needs to have modifiable actions. Certain hotspots may have unique actions... i dont want these to be selectable actions on every single hotspot.
e.g
click on giant novelty ball of cheddar
Eat
Lick
molest
etc.
#364
Quote from: terranRICH on Tue 11/11/2003 22:33:58
Nor should it ever be implemented. Quite useless if you ask me. 800x600 was stretching it. :)

hmmm... clearer, crisper picture... yep totally useless
#365
Hi :)
Just wondering if a lsl7 gui style was currently possible?
If so, what's the most simplistic way to make one? is there a template already available?
Thanks a lot,
very much appreciated :)
#366
Critics' Lounge / Re:Character Art
Sat 08/11/2003 18:03:29
harsh outline configuration
#367
YAY, thanks for keeping it simple :)
cheers
#368
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 :)
#369
Great, thanks for that guys :D
#370
Could I paste it in the repeated execute function?
e.g
if the expression is false (character 2 stays where he is and continues to run idle view)
if the expression is true (character 2 moves towards him)

just dont know how to correctly script it
thanks again

Edit - Tried this to test, sadly did not work. displays the speech as soon as you enter the room. not when player 1 finally recheases his xy co-ords (129,133).
any ideas?

 // script for room: Repeatedly execute
GetCharacterAt(129,133);
if (GetPlayerCharacter()==1)
DisplaySpeech(EGO , "My name is ego");

 // script for room: First time player enters screen
MoveCharacterDirect (EGO, 129, 133);  

#371
Just thinking... would'nt it be somthing like "If" character 1 has reached as opposed to while? sorry again
basically just need the correct code for If (character is at location blah blah = 1) {
#372
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
#373
Beginners' Technical Questions / Re:Speech box
Tue 04/11/2003 13:12:18
Thanks,
lol, it's always the simple things you forget
#374
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
#375
Advanced Technical Forum / Re:32bit colour
Sun 02/11/2003 02:47:19
Yeh, 24bit colour is all you need, not 32 sorry... I'm not up on the technicalities :P
#376
Advanced Technical Forum / Re:32bit colour
Sat 01/11/2003 06:09:39
Quote
\o/ when there's an apple core on offer, how could I refuse?

Seriously though, 32-bit colour is on my to-do list, but it's quite a big addition and so it definately won't be happening in 2003.
Quote

Thanks! as I said, I don't mind the wait
:D
#377
Competitions & Activities / Re:November MAGS
Sat 01/11/2003 05:56:18
Count this heretic in...
#378
Advanced Technical Forum / Re:32bit colour
Thu 30/10/2003 10:01:05
I'll check AGAST out, it would have to be pretty damn spiffy to beat AGS though. If for some reason i did use AGAST, could i still post my game on the AGS forums?
8) taa

EDIT -
checked AGAST out, couldn't really figure it out. The editor looked a bit dodgy, so did the demo game (though graphics were supurb). All in all i didn't feel at home with it's interface.
So i say this to CJ...
God of all that is holy,
Creator of wonder and all things that smell of things that don't smell bad... cough
Please amp up AGS's graphical capabilities for your next release.
For you efforts, i will give you verbal praise and an apple core.
#379
Advanced Technical Forum / Re:32bit colour
Tue 28/10/2003 10:30:26
True scotch...
You could always do a re-release when the features become available, kinda like a 'special edition'!
cliche` mania.
#380
Advanced Technical Forum / Re:32bit colour
Mon 27/10/2003 11:15:56
You can blatantly see the horrid-ness of diffusion on larger surface areas such as sky, ground etc.
It was a bad example pic for which i apologize...
the jagged edges on the side of the house are due
to the fact that i imported the image as 2 layers
into photoshop, it doesn't look like that in flash...
also keep in mind it's at 200% zoom.
I just think 32bit colour should take a fair bit of priority in the
scheme of  AGS improvements.
The fact that people get so highly aggresive towards
my 32bit colour request is somewhat amusing.

Cheers :)
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