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Messages - Pixelton

#101
As I'm new here I thought I'd give my first comp a go.


A certain famous movie star.
#102
AGS Games in Production / Re: Last Order
Sat 03/04/2010 23:11:51
Haha awesome!

Speaking of pub...when is it my round? Keep up the good work! Looks interesting.
#103
Oh I wont give up, my script knowledge is getting better all the time I think I can guess a few things in there...like chnging the text in a Gui label to be the spoken dialogue but thats about it for now.

Cheers guys.
#104
hmmm Thanks guys.

I don't understand any of that script sadly :( I'll just try and work around it or try something different in regards to dialogue.
#105
Is there a way to frame dialogue spoken by an NPC using the kind of box that frames text when you make a 'Display(text); command using the Lucas arts style dialogue system?



As you can see, I think the dialogue would do better to be framed in some kind of window.
#106
Ah great just saw the draw order property, thanks for that...you guys have really helped me out...like a crash course in AGS GUIs! hehe

Cheers Guys.
#107
oh boy...that simple :(

I have noticed a strange behaviour with the load save game window whe nits called using my gMain GUI. When the window is displayed it's buttons (cancel & Restore) dont seem to be working. Am I going about calling the load screen in the correct way or is there another kind of command I need to be using instead of   show_restore_game_dialog();

Cheers Guys your all stars!
#108
Yes I have checked over my functions and it all seems correct...bare in mind my script knowledge is pretty bad still so it could well be wrong in a number of areas.

Here is a link to the project file.

www.blacktreeuk.net/download/Visitors.zip

Thanks for this Tzacks I'm sure you have better things to do with your time! haha.

Mark.
#109
Yeah the video tutorials are great, I;ve already watched through them about 4 times now :) great learning material.

I put a breakpoint in my change room function and on clicking the button I dont get any kind of feedback so it looks like its just not linked (this is also the same for the Quit button).
#110
ah so you made your main menu GUI from not really using the GUI functions in AGS? I only have one character and he is the playable.

----
Actually I cant seem to get any of the buttons to work...I set my quit button to:   QuitGame(1);
I expected my game to close and it didn't.... confused. I might just have to build my menu from object sprites as Danman suggested - I'm not too comfortable with GUIs - the reason for trying to make a main menu...I thought....I have to dip my toe at some point into GUI scripting.

#111
oh yeah I have done that...its just not playing ball. I'm still messing about to to see if I can get it working but no luck yet.
#112
I'm not so sharp when it comes to AGS script and while I am making steady progress theres still alot of black holes. At the moment I'm trying to create a main menu gui (art wise this has been done) I'm just fuzzy on the code behind the buttons.

I have a simple "Start", "Load" and "Quit" button on my main menu. The Start just needs to go to a room, while load brings up the usual load dialogue box....is obviously quite self explanatory.

For the Start button I tried using a simple 'character.ChangeRoom(2);' but that doesnt seem to do anything so I'm abit at a loss at even that simple of a task. Any help is much appreciated in getting the GUI working.

MB.
#113
Ah cheers guys I'll need to play around when I reach that point, for some reason I'm always alittle apprehensive when doing stuff in the Global script.....I'm not sure why, I'm still alittle fuzzy with scripting.

Alittle off topic but I also have an idea for a new dialogue system (I'm going to be working with a forum frequenter called Def on this hopefully). About like Desnming's Gabrial Knights dialogue system with portraits but as you chat to NPC's around the world you collect 'Keywords' which can be used to ask other NPCs. For example you might chat to someone and in their start conversation "Hitmen" might be a keyword which will allow the player to ask other NPC's about Hitmen etc. (almost like dialogue items that can be collected).

But anyway thats another problem for another day. Thanks guys.

MB.
#114
Hey I was thinking.

I'm curious how dificult it is to set up a change in a character's dialogue after the player has done a number of tasks.

Say....my first NPC is using Dialog01 and I have Dialog02 which I want to display after the player has completed an event (could be collecting a particular item, intereactive with a hotspot or chat to a second character), when the player returns to the first NPC how would I kick of dialog02?

Any help is appreciated.
MB
#115
I love the art and the feel of this game, if I wasnt so busy with other projects and concept ideas for a future project I'd PM you and to see if you needed assistance in anything.

Keep it up man, sending you lots of energy in finshing it!

MB
#116
Thanks Wham

I'm working with a guy called Def and Gravity on a a few puzzle concepts but hope to have the first portion of the game finsihed and released soon. Sadly my desktop computer's mainboard popped on me :( and lost everything so I've had to down-grade to my laptop...luckily Def has my AGS project so not all is lost!
#117
Wow is all I have to say, I love the style, have you thought about introducing a single colour to it? Sin City had extreme blacks and whites but just now and again there would be a splash of red which really gave it that stylish edge.

Marcus
#118
Critics' Lounge / Re: 3D graphics style
Thu 25/03/2010 11:40:24
hmm the majority vote seems to be with the retro looking BG :) I think thats made up my mind.
#119
Critics' Lounge / Re: 3D graphics style
Thu 25/03/2010 01:36:01
Hahaha! Too much glow, not enough glow! Too much pubic hair! not enough!! What have I created!?

Dont be too scared of 3D especially with Maya, Maya is one of the easiest 3D modelling tools out there in my opinion and I have used them all...Blender, 3DS Max, Cinema 4D and I think your discribing Bryce 3D. As high-end 3D packages go you cant go too wrong with Maya. I used to be a 3DS man but had to learn maya..very quickly! for a job and now I would never go back (but thats me and I know alot of people that have tried maya and hate it...).

I do think the purple bars..whatever they are do need to give off abit more light. I think I stuck them in just because there was too much black space for the shape of the room....this is all test crap anyway...still working on my first AGS game :p

As for doors and other incidental animations I dont see why they would be difficult, I'd probably set them up like how I would do it going down a drawn pizel art route....but this method of doing things is still abit of a learning curve and its not very tried and tested :p

Marcus.
#120
Critics' Lounge / Re: 3D graphics style
Thu 25/03/2010 01:20:13
Heres an interesting test....I took a render of the environment using the low-quality Maya hardware renderer and took a render using highquality and masked out all the none-glow detail.



Certainly interesting atleast.


A compile test of the artwork


Marcus.
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