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Messages - Play_Pretend

#401
Hey, all.  I've been trying to use MoHo to make simple animations for my game. . .my first attempt was at a rocket coming in from offscreen, circling a planet, then shrinking and disappearing like it had flown down to the planet.  It came out beautifully on MoHo, just the rocket on a transparent background.  I exported it into 40 (and later, 60) individual frames that I imported into AGS as sprites.  But I guess since they're coming up as full-screen sized transparency sprites, they take up almost 100 Megs, which is obviously unacceptable.  With 60 frames running in three "Run after the last" loops in one view, it crashed my game, corrupted my Editor.Dat file and forced me to start the whole game over almost from scratch.  Fortunately I wasn't all that far along, and I still saved the room files I had already designed.

So what I wonder is, am I going to have to redo the scene with the rocket as a character or object, using move commands to try to get it to circle the planet?  After studying the manual, experimenting for 7 hours and reading posts on here, I still couldn't figure out how to simultaneously move and animate the rocket object so it would circle up and around, then shrink and disappear while it's still circling.  How do you use the Object.Move and Object.Animate commands at the same time?  Or is there some other command or script I should use?  Does anyone with experience with MoHo have thoughts on how to make this animation tiny and game-acceptable?  Thanks!
#402
Honestly, despite a strong programming background, the StartCutscene and EndCutscene commands were confusing me, too.  I would put StartCutscene(whatever integer here), then include the script for the cutscene in the middle, and put EndCutscene() at the end.  And I set it for any key, any click to skip.  But everytime I ran it, it would leap straight on to the script after the End command to move the (hidden) player on to the next room, the games' starting room.

I eventually had to revert to just timing out how long my cutscene was, and using the WaitMouseKey command so that it would wait just long enough for the scene to run, then stop waiting and move on to the next room.  Or the player could click, type, whatever to jump ahead.  It seems to work the same as the Cutscene commands are supposed to, I don't know why I couldn't get them to work in the first place.  Any thoughts?
#403
Ah, cool.  I actually just realized that I've only final-draft drawn two characters so far, and I was planning on re-doing one of them anyways.  And my backgrounds can easily be converted into 32-bit stuff.  I'd been saving everything as .PCX files, but I'll switch over to .PNG.

Doh. . .okay, maybe I just don't get it, but I just checked in my Paintshop Pro 7 program and apparently the highest it can go is 24 bit.  Maybe I should download a separate program, save my stuff as PNG's in PSP7, re-open it in a program that *can* increase it to 32 bit?
#404
I'd like to think I've searched through as many posts on transparency, anti-aliasing and anything else I could, but couldn't find an answer to my problem.  I tried looking through the AGS and Paintshop manuals to no avail either.  Maybe I just couldn't find the right sections.

My problem is with my characters. . .I'm drawing some really nice looking folks in Paintshop Pro 7, done entirely in vector graphics so I can resize them easily as needed for different sized character views in the game.  I've had "anti-alias" checked on the whole time.  Now, if I copy and paste my vector character onto a background, he comes out perfectly, exactly as he's supposed to.  However, if I try to make the area around him transparent for use as a sprite, his edges go all jagged, like a white jaggy outline.

I tried selecting all of the vectors at once that make the character up, and deactivating anti-alias, and it ruined the graphic. destroyed the smoothness of the vector lines.   So do I need to draw from the start without anti-alias?  Will I have to re-draw the ones I've already done to avoid this problem?

I hope there's a better fix, I love the smoothness that anti-alias apparently provides.  (By the way, I'm also totally ready to accept that I might have no idea what I'm talking about here, so please educate me if I've just asked a dumb newbie question.  :) )
#405
Heh, hadn't thought of it like that.  Yeah, seriously doubt I'll want 32,000 responses for "touch yourself".  Thanks. :)
#406
I just tried out Ashen's code and it worked beautifully, that's going to really liven up my responses.  ;D   Logically, other than not wanting to have to type forever, is there any actual limit to just how many random responses you could have for an interaction click, as long as you increased the Random() integer accordingly and added the right amount of Else if statements?  Will the game's space requirements constrict something like that?
#407
Hey, everybody.  My name's Heromaker, hailing from the humongous state of Texas, Dallas-Fort Worth specifically.  Man, I nearly flipped when I found AGS.  When I was a kid, up until the age of 14, I did almost nothing but play Sierra and Lucasarts Games, and was trying my hardest to make my own.  (Being young and comparatively unintelligent to where I am now, of course, none of them ever worked/got finished. :)  I've always loved these types of adventure games above all other forms of video game, and since I downloaded the program a week ago, I have spent every spare moment not at work, gym, or sleeping, working on art and writing plot.  (Even at work, I end up coming home every night with about 20 or more post-it notes folded up in my pocket with new ideas on them. :)  My other addiction is superheroes, having loved comics my whole life, and that is indeed the thrust of my newly begun game.  (No more crowing, I promise, just want to let you know it's coming. :)  Should be funny, should be cool, and I look forward to the challenge and getting to know you all better.

I'll tell you what, I've gotten five hours sleep since Friday morning because of this thing. :)
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