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#1
I clicked the send vote link, and it just redirected me to the forum home page. Am I missing something? Nevermind, it decided to cooperate.
#2
Critics' Lounge / Re: Screen Mockup,
Thu 14/01/2016 19:49:30
QuoteYou know what you could do? You could make the limit between the black background of your GUI and the scene's background uneven. A bit like the wave formed by the carpet underneath. Or like the upper edge of planks or wood. Or whatever. That would be neat.
I like the idea of giving the gui background some sort of texture, (i.e. wood), but not an uneven line that creates an overlay, I like the clear distinguished line between background and interface.

QuoteHowever I strongly suggest that you move the sprites down in the black area. The lower margin is too big, and the upper margin too small (unless you keep that status label underneath like in the HoF screenshot)
Yes, exactly, it's there for a display. There is a precisely 12 pixel line beneath the interface for a status-line.

#3
Critics' Lounge / Re: Screen Mockup,
Wed 13/01/2016 19:15:27
Quote from: Mad on Wed 13/01/2016 18:45:34
Another idea could be giving the character a slightly different colour value:
(This also works for the gui, methinks.)

This is exactly what it needs, but my colorblindness makes shifting color-ramps, problematic but as long as I keep each new ramp, to a single-hue, I think I can handle it. (as long as I keep them separated, and remember exactly which ramp I used on what.

As for the GUI itself, it's modeled directly after the one from Kyrandia - HOF.
[imgzoom]http://www.abandonia.com/files/games/292/Legend%20of%20Kyrandia%202%20-%20Hand%20of%20Fate_5.png[/imgzoom]
I was talking to some guys in IRC, and they seemed to think the interface was less classic and more copycat. That it didn't fit in a sci-fi setting, and seemed too derivative. That I might as well have copy/pasted, which is hilarious considering the work I put into drawing it from scratch.(laugh) lol. Only interesting to the technical, it's a completely different scale and orientation of some of the elements, because it was designed to fit a 320x180(200) resolution, hence the reduction of double-row of inventory slots.

Quote from: Kumpel on Wed 13/01/2016 13:39:15
Just be careful with the font color (if there even is dialog in here). Clean white could be problematic in front of these moon and dark black in the darker areas of the game (e.g. the cave?). I guess thats why most of these monochromatic games use the sierra style. Or do you do that too?

Quote from: Cassiebsg on Wed 13/01/2016 16:57:02
Well, as long as there's an outline with good contrast for the fonts, then it's no problem. ;)

Yeah, in HOF, (the game system this is modeled after) the text is a bold light color, with a dark outline, something done by the Monkey Island games too I believe.

I'm gonna work out some basic color ramps (appropriately desaturated) (we'll see what happens when I, and my colorblindness get loose in the palette picker... mue mue mue.) then see what I can do to address everyone's suggestions.
#4
Critics' Lounge / Screen Mockup,
Wed 13/01/2016 04:50:14
[imgzoom]http://s10.postimg.org/71mxvgijd/mockup.png[/imgzoom]
I'm totally satisfied with the GUI, but is the bg/sprite contrast too low to be playable?

I'm about to go nuts creating this mags game I'm working on. I've been so out of practice, it's like grinding teeth! I don't have photoshop at the moment, so doing simple things like palette reduction, creating gradients, and tinting the grays takes three different programs.

Why is it in grays you ask? Because I am colorblind as heck.

And yes he is in his underwear; Inspired by Ripley in Alien, and because I wanted to pixel guys in undies... pbblt.

I don't know if this is gonna qualify for this month's mags, (my idea is for a sci-fantasy game, involving space plague) but even if it doesn't, I'm gonna try hard to finish it anyways.

If my workflow doesn't make me commit seppuku before I manage to finish.

I'm in such a hurry, I'm really just wanting a level of quality that's playable and not eye-wrenching, so thoughts?

UPDATE: 01/17/16

[imgzoom]http://s16.postimg.org/4gxg7g3xh/mockupnew.png[/imgzoom]
So I'm still refining my color reduction, palette creation, frankly the whole process of coloring an image. But I thought I'd post an update, so you could see some tentative partial coloration, especially on the GUI.

At this speed of progress I'll never get it done for MAGS, but I have some ideas of adapting this concept for a regular game, so we'll see if anything comes of it. #nopromises
#5
:( unfortunately I went -legit- (aka gave up the pirates life) and removed my ill-gotten photoshop copy. And for a 'hobby,' I just can't justify twenty-bucks a month for the tool. My current combination/pipeline is Paint-Tool Sai, and Graphics Gale.

Working in grayscale, and then using a binary color layer might help me work on contrast, but that still doesn't help me with the reduction...
#6
Funny you should mention Kyrandia II, 8-0 that's exactly the kinda game I wanna work on!

Above is the un-reduced, bottom is the reduced. (duh)
#7
So I was, wanting to reduce the colors/remap the palette of some graphics drawn in hi-color, into low-color sprites. Specifically into a single palette that all my sprites can use, specifically Dawnbringer's 32 color palette. http://pixeljoint.com/forum/forum_posts.asp?TID=16247 However, when I do this, the graphics look terrible, there's just not enough colors available to represent the graphics that way.

I can't use room specific colors for these, because the graphics will be present in all the rooms. So, what I'd like to do, is use a single universal palette across my entire game.

But, trying to create one is really hard for me, because I'm colorblind. Another reason I like using a pre-determined color palette. (I can do fair-work, when I have a 'crayon-box', to pull colors from.)

So I was wondering, what palette creation tools do you guys know of? Or software for color reduction? Any hints here? 
#8
I'd be more than willing to beta-test too, if you're still doing that, my Steam profile is: http://steamcommunity.com/profiles/76561198005763392/
#9
This is beautiful from what I can see. I've got it followed, and wish-listed on steam, when can we expect it to be on store?

On a developmental note, why 320x240? Isn't that a bit, square? Seems a bit counter-intuitive since most screens fit a more rectangular aspect of 16:9 ? (i.e. 320x180.) Not that I'm complaining mind you, more to love. I'm just curious.
#10
I just finished it, you guys should be horse-whipped for making me brute-force that locker combination.
I ran into a glitch once, where I wasn't able to exit from the 'what course of action should I take' segment no matter what choice I picked to do, and I had to start over, otherwise it was really good.
#11
THANK YOU, I just TOTALLY overlooked that in the documentation, wtheck. It's 7:00am here and I've been awake for hours trying to finish getting my text-box working. Thanks so much for your quick reply, and awesome addon.
#12
Modules, Plugins & Tools / Set Glyph Glitch?
Fri 14/09/2012 12:01:41
In a game I'm working on I want to use your plugin, I installed it and created a bitmap font:

It's spaced 10x10 to accomodate the largest characters or 'glyphs' on the sprite-sheet.

Then in function game_start() I put this:
Code: AGS

SetSpriteFont(0, 57, 6, 16, 10, 10, 32, 126, false);
  SetSpacing(0, 1);
  SetGlyph(0, 32, 0, 0, 4, 7); //Blank
  SetGlyph(0, 33, 10, 0, 2, 7); //!
  SetGlyph(0, 34, 20, 0, 5, 7); //"
  SetGlyph(0, 35, 30, 0, 6, 7); //#
  SetGlyph(0, 36, 40, 0, 4, 7); //$
  SetGlyph(0, 37, 50, 0, 6, 7); //%
  SetGlyph(0, 38, 60, 0, 4, 7); //&
  SetGlyph(0, 39, 70, 0, 3, 7); //'
  SetGlyph(0, 40, 80, 0, 4, 7); //(
  SetGlyph(0, 41, 90, 0, 4, 7); //)
  SetGlyph(0, 42, 100, 0, 6, 7); //*
  SetGlyph(0, 43, 110, 0, 4, 7); //+
  SetGlyph(0, 44, 120, 0, 3, 7); //,
  SetGlyph(0, 45, 130, 0, 4, 7); //-
  SetGlyph(0, 46, 140, 0, 4, 7); //.
  SetGlyph(0, 47, 150, 0, 5, 7); // /
  //Row2
  SetGlyph(0, 48, 0, 10, 5, 7); //0
  SetGlyph(0, 49, 10, 10, 5, 7); //1
  SetGlyph(0, 50, 20, 10, 5, 7); //2
  SetGlyph(0, 51, 30, 10, 5, 7); //3
  SetGlyph(0, 52, 40, 10, 5, 7); //4
  SetGlyph(0, 53, 50, 10, 5, 7); //5
  SetGlyph(0, 54, 60, 10, 5, 7); //6
  SetGlyph(0, 55, 70, 10, 5, 7); //7
  SetGlyph(0, 56, 80, 10, 5, 7); //8
  SetGlyph(0, 57, 90, 10, 5, 7); //9
  SetGlyph(0, 58, 100, 10, 2, 7); //:
  SetGlyph(0, 59, 110, 10, 3, 7); //;
  SetGlyph(0, 60, 120, 10, 4, 7); //<
  SetGlyph(0, 61, 130, 10, 4, 7); //=
  SetGlyph(0, 62, 140, 10, 4, 7); //>
  SetGlyph(0, 63, 150, 10, 4, 7); // ?
  //Row3
  SetGlyph(0, 64, 0, 20, 8, 7); //@
  SetGlyph(0, 65, 10, 20, 5, 7); //A
  SetGlyph(0, 66, 20, 20, 5, 7); //B
  SetGlyph(0, 67, 30, 20, 5, 7); //C
  SetGlyph(0, 68, 40, 20, 5, 7); //D
  SetGlyph(0, 69, 50, 20, 5, 7); //E
  SetGlyph(0, 70, 60, 20, 5, 7); //F
  SetGlyph(0, 71, 70, 20, 5, 7); //G
  SetGlyph(0, 72, 80, 20, 5, 7); //H
  SetGlyph(0, 73, 90, 20, 4, 7); //I
  SetGlyph(0, 74, 100, 20, 5, 7); //J
  SetGlyph(0, 75, 110, 20, 5, 7); //K
  SetGlyph(0, 76, 120, 20, 5, 7); //L
  SetGlyph(0, 77, 130, 20, 6, 7); //M
  SetGlyph(0, 78, 140, 20, 6, 7); //N
  SetGlyph(0, 79, 150, 20, 5, 7); //O
  //Row4
  SetGlyph(0, 80, 0, 30, 5, 7); //P
  SetGlyph(0, 81, 10, 30, 6, 7); //Q
  SetGlyph(0, 82, 20, 30, 5, 7); //R
  SetGlyph(0, 83, 30, 30, 5, 7); //S
  SetGlyph(0, 84, 40, 30, 6, 7); //T
  SetGlyph(0, 85, 50, 30, 5, 7); //U
  SetGlyph(0, 86, 60, 30, 6, 7); //V
  SetGlyph(0, 87, 70, 30, 6, 7); //W
  SetGlyph(0, 88, 80, 30, 6, 7); //X
  SetGlyph(0, 89, 90, 30, 6, 7); //Y
  SetGlyph(0, 90, 100, 30, 5, 7); //Z
  SetGlyph(0, 91, 110, 30, 3, 7); //[
  SetGlyph(0, 92, 120, 30, 5, 7); // \
  SetGlyph(0, 93, 130, 30, 3, 7); //]
  SetGlyph(0, 94, 140, 30, 4, 7); //^
  SetGlyph(0, 95, 150, 30, 4, 7); //_
  //Row5
  SetGlyph(0, 96, 0, 40, 3, 7); //`
  SetGlyph(0, 97, 10, 40, 5, 7); //a
  SetGlyph(0, 98, 20, 40, 5, 7); //b
  SetGlyph(0, 99, 30, 40, 5, 7); //c
  SetGlyph(0, 100, 40, 40, 5, 7); //d
  SetGlyph(0, 101, 50, 40, 5, 7); //e
  SetGlyph(0, 102, 60, 40, 5, 7); //f
  SetGlyph(0, 103, 70, 40, 5, 7); //g
  SetGlyph(0, 104, 80, 40, 5, 7); //h
  SetGlyph(0, 105, 90, 40, 2, 7); //i
  SetGlyph(0, 106, 100, 40, 4, 7); //j
  SetGlyph(0, 107, 110, 40, 4, 7); //k
  SetGlyph(0, 108, 120, 40, 2, 7); //l
  SetGlyph(0, 109, 130, 40, 6, 7); //m
  SetGlyph(0, 110, 140, 40, 5, 7); //n
  SetGlyph(0, 111, 150, 40, 5, 7); //o
  //Row6
  SetGlyph(0, 112, 0, 50, 5, 7); //p
  SetGlyph(0, 113, 10, 50, 5, 7); //q
  SetGlyph(0, 114, 20, 50, 5, 7); //r
  SetGlyph(0, 115, 30, 50, 5, 7); //s
  SetGlyph(0, 116, 40, 50, 4, 7); //t
  SetGlyph(0, 117, 50, 50, 5, 7); //u
  SetGlyph(0, 118, 60, 50, 6, 7); //v
  SetGlyph(0, 119, 70, 50, 6, 7); //w
  SetGlyph(0, 120, 80, 50, 5, 7); //x
  SetGlyph(0, 121, 90, 50, 5, 7); //y
  SetGlyph(0, 122, 100, 50, 5, 7); //z
  SetGlyph(0, 123, 110, 50, 4, 7); //({)
  SetGlyph(0, 124, 120, 50, 3, 7); //|
  SetGlyph(0, 125, 130, 50, 4, 7); //(})
  SetGlyph(0, 126, 140, 50, 5, 7); //"
  SetGlyph(0, 127, 150, 50, 5, 7); //~

Here I've assigned the sprite font sheet at slot 57 over the default ags 0 font and then manually defined each glyph on the sheet, and this works, the problem is it still seems to be spacing it based on '10-10'. How do I fix this? Can I fix this, it's really depressing me at this point.
#13
Yeah it just ain't happening, sorry guys. Imout.
#14
My entry may not make it on the account of wisdom teeth. On a side note if anyone has anything stronger than a tylenol or ibuprofen or over-the-counter,  feel free to send it my way.  :-X
#16
I wasn't going to say anything because I'm not sure if I can complete this before the deadline, but since someone asked I'm working on something.
#17
So we vote here in thread? Okay, and yeah I agree with TITH. I vote for Cat's Flower.
#18
 :-D
IVYSAUR! RAZORLEAF! <3
#19
Advanced Technical Forum / Thanks.
Tue 15/05/2012 05:28:13
Thanks, took me reading over it a few times to figure out exactly what all your code does, but I think I understand it.  Learning...Learning...Learning.
The one element arrays were just in case there was something about the struct types, such that they had to match EXACTLY. I tend to try everything before I ask for help, no reason to clog up the forums. Thanks and hopefully I won't need you guys for awhile. XD
#20
Okay now, I have created a custom struct called 'Spell' like so:
Code: ags

struct Spell {
  String name;
  int tool;
  int element;
  int incantation;
  int mark; 
  int gem;
};

Now I use this to create three different structs:
Code: ags

Spell spells[10]; //Total Number of Spells
Spell plspell[1]; //Page Left Spell
Spell prspell[1]; //Page Right Spell

Then in a function call later I tried this:
Code: ags

plspell[0] = spells[0];
prspell[0] = spells[1];

That's when the editor gives me this error:
Quote
SpellFinder.asc (184): Error (line 184): cannot assign to 'plspell'

Do I have to assign each value of the struct to the other individually???
e.g.
Code: ags

plspell.name = spells[0].name;


Can't find anything on this in the provided documentation... Need...data... can't...compute... bzzzt.  :P
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