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Messages - Phemar

#1701
General Discussion / Re: 9-11 Over?
Sun 12/09/2004 15:45:26
Quote from: LostTraveler on Sun 12/09/2004 14:41:23
I dont mean to sound rude or anything, BUT I DONT CARE ABOUT 9-11.

I hate to say this, but me neither.
Sure I can feel sorry for everyonewho died that day, but do you sit and feel remorse for that poor guys father who died yesterday? That 42 year olds' mum who will die tomorrow?
That fact is you don't really know those people, so I can't really care.
Yes I am a heartless bastard.
Yes I say screw the world.
Yes I'm eating chocloate cake.
What's that got to do with anything? ABSOLUTELY FRIKKIN BUGGER-ALL NOTHING!
Nothing at all! What's my point? Do Need a point? Hm? Do I have to have a point for every single little pointless rant that I make? Does there always have to be motive behind something?
Why can't we just do things for the hell of it anymore? What's anything got to do with anything?

WHAT IS WRONG WITH US?
#1702

Well... I saw this in the Future.txt that came with AGS:

Quote* tutorials on:
    - basic LEC GUI - in particular, how to make 'Give X to Y' mode
    - custm save/load window
    - keyboard walking
    - save game screenshots

So I though I'd contribute to society and so now I bring the forth the (apparently) long-awaited tutorials of LEC MAKING and KEYBOARD WALKING!

Get 'em here:
Keyboard Walking
LEC Tutorial

They're in rtf format, so if you don't have wordpad, well...

Oh BTW Redrum could you update the template on Skimbleshanks to the newer version in the tutorial's zip, thanks!

Enjoy people.
#1703

Agree with TikiTikiman
#1704

Edwinxie must feel embarrased now...

I have known AGS for a month less than a year now, and I too only found that out last week...
#1705

It could just scroll until the viewport is centred around the character.

I was thinking about this the other day, after finally lcocking Larry 6, and the ways to do I came up with is to use SetViewPortx/y to change it.
#1706

Actually what I would do is create one object called the drawer, but import two sprites; one open and one closed. I'd set it to the closed sprite.

Interaction Editor for Object 0:
Interact with Object
|-Run Script

In Room Script:
//put this at the top of the script:
int draw_open=0,draw_used=0;
#define DRAW_CLOSED 1  //Replace 1 with the closed sprite number
#define DRAW_OPEN 2  //Replace 2 with open sprite number
//And then your interact function, (may look slightly different.)
#sectionstart object0_a  // DO NOT EDIT OR REMOVE THIS LINE
function object0_a() {
  // script for object0: Use object
//Insert the following code into the function:
//(replace //yourcode with the code you wish to use.)
  if (draw_open==0)   {
    SetObjectGraphic (0, DRAW_OPEN);draw_open=1;return;}
  else if (draw_open==1) {
    if (draw_used==0) {
      //yourcode (the code that interacts with it when it's open; to get an inventory item or something
      draw_used=1;return;}
    else if (draw_used==1) {
      //yourcode (the code that says "I've already done that", or something)
    }
    draw_open=2;return;}
  else if (draw_open==2) {
    SetObjectGraphic (0,DRAW_CLOSED);draw_open=1;return;}
}
#sectionend object0_a  // DO NOT EDIT OR REMOVE THIS LINE


This should work fine, though I haven't tested it yet...
#1707

Actually when you click 'Run Script' in the interaction editor, an option called 'edit script' is there. When you click 'ok' and then double click on the interaction called 'Run Script', the script editor will pop up.
What would be nice is if instead of only being able to edit that function, the whole room script was available.

So basically what I'm saying is yeah, I'd like that one too.
#1708

I used to have a similiar problem on my laptop. When running the game full-screen at 320x200, when the game ran it was squahed up to 160x200.
Maybe from:
.--------------.
|##############|
|#111111222222#|
|#111111222222#|
|#333333444444#|
|#333333444444#|
|##############|
'--------------'

to
.--------.
|########|
|#111222#|
|#111222#|
|#333444#|
|#333444#|
|########|
'--------'


You can either solve this by running the game at 640x400, or 640x480, or do what I did and create a new user on the pc and use that.

EDIT: Oh sorry, you've already solved your problem.
#1709
Critics' Lounge / Re: Short Animation
Fri 10/09/2004 16:05:33

Hey that's pretty sweet. As said by Ali, alter the dive a bit. I'd also make him got to blob form when he dives so it looks like the animation is a loop.
#1710

I use this one:
int over;string hot;
#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
    if (IsOverlayValid(over)) {
      GetLocationName(mouse.x,mouse.y,hot);
      SetTextOverlay (over,mouse.x+10,mouse.y-10,5,1,15,hot);}}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart on_event   // DO NOT EDIT OR REMOVE THIS LINE
function on_event (int event,int data) {
  if (event==ENTER_SCREEN) {
    GetLocationName (mouse.x,mouse.y,hot);
    over=CreateTextOverlay(mouse.x+10,mouse.y-10,5,1,15,hot);}
  else if (event==LEAVE_SCREEN) {
    RemoveOverlay (over);}}
#sectionend on_event  // DO NOT EDIT OR REMOVE THIS LINE
#1711

I don't have a specific one ... Well, yes I do ... but ... That one Grim Fandnago, were you had to grab that dude's light from his head? And later on when you had to deactivate the lock with your scythe? And the forklift, which I never got right till I figured out I had to download a patch because GF ran too fast on my pc?

Well, now for general hates:
Escape puzzles: "You are stuck in room. Escape."
Distract puzzles: "I not let you pass. Bribe/Distract me."
Grappling puzzles: "Anything to do with a grappling hook."

And anything incorporating all 3, I just throw out my window; they're so terribly cliche.

Yep.
#1712
Critics' Lounge / Re: Hand drawn backgrounds
Thu 09/09/2004 20:29:18

Actually what I do sometimes is ink my images with a fineliner or something first, then scan it in and resize it in the gimp to the required resolution, then I load it in to MSPaint and fix up double-pixels and stuff.
Coloring methods vary though.
#1713

Well I think you could have the AGS logo and blue cup as two characters. At before_fadein in room set AGS transparency to transparent. After_fadein: Bluecup then moves forward using walkable area scaling, and then after that have SetCharacterTransparency to make AGS fade-in.

You could also have the 'an' and 'production' as objects, let them start as a blank sprite. After Fadein, before the AGS and blue-cup has happened you could then use MoveObjectDirect to move them to the right places. I'm not sure if that function is blocking or not though, if it is it might not work too well.
#1714

Yeh well I once spent 2 weeks almost killing myself only to find that my script didn't work because it was nested within something else.

Yeh I'm a regular dumbass :)
#1715

Yes it would be quite useful. I also worked around mine (by slowing down the anim a lot, ;) ). I would find this rather useful.

Also, some more view-related suggestions:

View Preview plays allocated sounds - would be useful in seeing whether your footsteps are lined up properly, etc.
SetViewLoopFrameSound (int view, int loop, int frame, int sound) - Overwrites the sound in frame frame of loop loop of view view with sound sound. This would be useful for swapping footstep sounds instead of creating a whole new view.
#1716
Quote from: blackman890 on Wed 08/09/2004 19:17:03
wow, can i use that in my game? (what a stupid question)

Actually when I was finished with crits and stuff I was planning to release it to the public for public use, So yeah, feel free to use it in your game!

Quote from: Zootyfruit on Wed 08/09/2004 17:32:21
well, basics first, there are some white pixels dotted about hich you need to get rid of.
also what id do is maybe switch the coulour balance, have a dar colour outlining and a lighter gradient.

White pixels? I looked all over the image and only found 1 white pixel. I'll change that, thanks.
Oh and I don't REALLY want to switch the color balance. I already tried it the other way around before I posted here, and I didn't like the way it looked, but thanks!

Quote from: Darth Mandarb on Wed 08/09/2004 17:47:17
I rather like this ...
I would suggest taking out the lighter blue filling the cup (behind the big G) it's a little distracting to me.
The drop shadows behind the boxes (an - production) I would do in a darker color than the outline to seperate them a little more.  Right now, as is, I at first thought it was a mistake.
Personally I'd get rid of the surrounding boxes and the border AGS-es ... something like this:
http://www.twin-design.com/ags/help/zor_help01.gif
But I like plain'n'simple ... that's me :)

Take out the blue? I like that, consider it done! Drop Shadows: Yep, you're perfectly right.
The paintover: Erm... It's rather empty now, innit? I'm not really that crazy about the way 'AGS' flashes up at you and 'an' and 'production' kinda fade away into nothingness, so the player doesn't end even noticing them unless he looks hard.

So, todo:

- Remove white pixel (note: singular :D )
- Darken box-shadow
- Remove blue from cup.

BTW: Didn't anyone ever wonder just what that blue stuff inside the AGS Blue Cup was?
#1717

Crits? Improvs?
#1718

Well, it's been quite a while since I posted here now, (but don't worry, I've been doing lots and lots of artwork :) ) and I'd like to share my AGS screen.



That would be it. Yes, I will allow you to shout "TEH GRADIENTS!!11!1" as much as you want, because I deserve it.

Please help me improve this one.

-Cheers, Zor.
#1719

I just found out about scummvm now, (not because of redrum, but because I was looking for abandonware, screw me over, I DON'T CARE!!) and I tried running all my SCUMM games. Only now I realised that there's more sound to them than meets the eye. I always played them with no sound because that's how I thought they were made, but... Yeah, was I wrong or what?

Did you know that if you run the MI2 demo via SCUMMVM, and press escape at the title screen you can receive full control of Guybrush? Pretty cool, eh.
#1720

Or how far are you in your game? Try starting again.
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