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Messages - Pod

#41
What WAS the problem then? :D
#42
Quote from: Metamorfo on Sat 09/07/2005 01:08:20
Alun_Clewe, maybe you're right, I don't speak english very well... :)

Pod... You should say that AFTER play it.
All in the team are fanatic of Monkey Island and we agreed in realizing a game of this type.

To be honest with you, you're 'above' most other fan games. At least you've created original art for it. The type of games I'm on about just steal the original art, put the characters in HILARIOUS* situations, give them shite dialouge and generally ruin all my childhood memories of monkey island.

Seriously though, you seem to have a dedicated team. Let's hope this game is a GOOD GAME with a monkey island setting, shall we? Good luck guys, I do actually look forward to playing it. Like those two professional looking indy sequels. I'm looking forward to those as well :)

Also, I'll help proof read any text if you need any help. Though, I can't really speak Spanish too well :/

*that was scathing sarcasm for the non-english readers out there.
#43
*slaps head*
#44
I think this falls under the idea of what I asked the other day, namely Extending Built-In Types.

As then you could just create a new inherited type, or extend the current type and add a boolean gender field.

:)
#45
Does "char strs[200][500][30]" crash it? [I know it's equvilant]
#46
Why do some many people try to make fan-sequels or something?
They're all inevitably worse than the original.
#47
Christ. sorry. I'm tired today, I keep making mistakes all over the shop.
I must have thought them 3,000,000 kilobytes or something. Argh, I dunno!
#48
You do realise that's 3 gb's ?

Each char is 1 byte big. 3,000,000 of them would be 3,000,000 bytes - aka 3 Gb's [or just under if it's Gibi]
#49
Thanks for the replies, you two.
It's a pity they're non extendable! The struct 'workaround' may suit my needs. I was thinking that if I couldn't do it, I could do something similiar. Cheers guys.
#50
Hi,I haven't started implementing my game with AGS yet, but I'm just checking out the available solutions. In my game, I'll need to store a couple more attributes [propeties] about the characters/objects/hotspots/inv items etc. Basically, what I need to know is this:

In AGS is it possible to extend the attributes of an object?  ie, on this page in the manual[1], it lists all available properties. Would it be possible to add my own properties to the character type?

If not, is it possible to make a new inherited type, which the game will handle?

Cheers.
#51
Critics' Lounge / Re: detective office
Thu 07/07/2005 22:57:39
The vanishing point is inbetween the carpet and filing cabinet, veritcally.
Move the cabinet 2 or 3 pixels to the left. Looking at it with a human eye, it looks like the cabinet's right line should be "straight". Moving it left a bit will clear up these problems [casue, you'd have to redrawn the right hand side of it. no biggy]
#52
Critics' Lounge / Re: c&c bg: The Garden
Thu 07/07/2005 22:52:16
What isn't outined there?
#53
Hue shifts?
If I have a greenish colour as the "text colour", and the font also contains a redish one....and the difference between them is 48, then when the "text colour" changes, the red colour changes to +48 hue from that one?

Though that's extremly limited...... But yeah, some type of multi font colouring would be good, but how often would it be used?
#54
Really? I always think it's a game about Biker's singnig "born to be wild"
#55
Quote from: Pumaman on Wed 06/07/2005 16:30:31
No, sorry, that was badly phrased. You could have both, but if you used a bitmap font you wouldn't be able to change its colour.

Anyway, it is on the to-do list, but there's no timeframe for when it might be implemented.

If it's a palatted games, could you not have it so that one palette entry is the transparency, and another one is the "text colour" which AGS re-colours ingame to your chosen character's text colour?
#56
Critics' Lounge / Re: C&C for bg concept art
Wed 06/07/2005 22:46:13
Much better :)
Though the columns that are further away shouldn't be so dark, as whatever's lighting the wall will also be lighting them. The wall looks much better de-blured.
#57
I can understand why it's blocking. I assume you've given him a "starting" animation, kinda like Brocken Sword?
#58
instead of blocking during there animations, is there anyway of DELAYING mouse input ? [I do not know if AGS can do this]
#59
Critics' Lounge / Re: C&C for bg concept art
Tue 05/07/2005 17:02:07
They appear to be Greco-Pillars, and not Egyptian ones. Also, if they're in the foreground, they'd need to be a lot bigger.
Also, why is the back wall so blured? How far away is it meant to be?
#60
Tried setting the number of pixels to 0? or 1?
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