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Messages - Ozwalled

#461
Is it possible to have different fonts for speech coming from different characters in the game? (I only want two, really, if that makes any difference).

Thanks!
#462
Thanks!  ;D

...but does the amount of walkable area fit into the problem, then, or not?

(and not that it matters much, but why is there a limitation in this department, if anyone happens to know... and why in height, but not width? [for the capability of making side-scrollers?...] Just wondering.)
#463
No, I don't *NEED* a room that big, but I do want one. Actually, I want one even BIGGER than that! Mwa ha ha!...

*ahem*

In case you're wondering, I was using it as an RPG-like overhead map of a fairly biggish area, with a lot of territory to cover. I figured it'd be nicer to have a large-ish area to walk around in seamlessly than a bunch of small self-contained areas...

As for why I wanted it all to be walkable,  I didn't actually -- I just plaster a huge walkable space on for testing purposes... I now realize that may have been a mistake.

I'll try the same map size again on the weekened with less walkable area, though, to see if that works. I'll be sure to let you know what happens.
#464
Big. It's 3794 x 3366 pixels. If it makes a difference, that was just a plain, flat room (all walkable area, nothing added -- I was just testing...).

In this instance, it's not a big deal, really, beacuse I was able to logically break the one room down into two rooms. But for future reference, it'd be nice to know the size limitations (provided that's not too much trouble).
#465
I tried importing a fairly large background, and got an error when I tried testing it.

Something along the lines of:

"your're using ACI version 2.52.455"
"Global Script Line 32 Error: room too tall for pathfinder"

I figure the room I'm using must be too large. What's the maximum size a room/ background can be in AGS?
#466
Can't wait for this one to be released! Looks great!

#467
It works damn fine, IMO, as do the rest of the art teasers for this game. Yowee-ZOWEE it's looking impressive. Can't wait to play!

Please keep up the great work! We NEED this game!!

#468
Hints & Tips / Re:Help with 6 Day Assassin
Wed 29/01/2003 23:05:19
Quote from: Neole on Thu 16/01/2003 12:16:38
I figure I've got to get the camera but the chappie wont break the wall with hammer cos he deosnt know whats there. Whats to be done?

Neole:
Spoiler
You do need a camera. The trick is to look outside with the rifle, THEN come back to the room. This can be achieved by pressing the "S" key while in "shoot" mode (you can also use keys "A", "D", "W" and "S", to move your sights left, right up and down, respectively, in case you need to later. Coming back to the room will trigger the room to the left's lights to turn on, and THEN you have a reason to tear the wall apart to get that camera you seek.
[close]

Good luck!

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