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Messages - Proskrito

#401
General Discussion / Re:Holy YES-ness!
Tue 13/05/2003 13:57:41
Quote from: N3TGraph on Tue 13/05/2003 08:37:32
But I think the concept art looks soooo good!
I thought exactly the same.
A game with that artwork would be awesome!
but at least it seems they aren´t going to make it a more action game like full throttle 2.
#402
i had the same problem. I think i read somewhere that the "any click" interaction worked for every cursor mode but 'walk to' mode.
I think it would be useful, but maybe there was a reason for chris for making that.
Or maybe there is another way...
#403
Critics' Lounge / Re:Diner background
Mon 12/05/2003 11:11:01
ok, this is what i meant with double pixels:

QuoteWhat do you mean? Some lines are suppoused to be black.
Ok, it was just i thought that the door at the left, the "menu" thing and the kind of window between them, were the same material, and the door have coloured outlines and the others dont.
And sme thing whith the ceiling and the floor, one black outlines and the other coloured.
#404
i think i've discovered ratracer's secret to success...
look to his website http://www.freewebs.com/ratracer carefully....
...
YEP!!1! LENS FLAER!!1!!11!! (everywhere!)  8)

(sorry)
#405
Critics' Lounge / Re:Diner background
Sun 11/05/2003 19:10:01
i think it's pretty ok, but if you want critique, maybe you could try some shading for making it look less flat. And the floor beyond the door in the left part, the checkboard (sp?) looks a bit off-perspective. And maybe you could remove double pixels. And it seems as if you painted most of the outlines, but forgot to paint some ones that are still black. Dont know if you did that intentionally.
#406
QuoteAdding some default arrows would be easy enough
Yes, that was what i meant.
Sorry, i looked at the tracker and didn´t see it  :-[ :-[
thanks!
#407
For Indy or monkey island style, you should change the character's proportions to more realistic ones.
But i´m with eggie, the sprite looks damn good!! i love it!!
#408
in the character editor, select your player character and check "no interaction", just beneath the "talking colour" field
#409
I dont know if it would be easy to implement, or if you would find it useful to have 'game.dialog_opt_displayed' and 'game.top_visible_dialog_opt' kind-of variable (or another way)  in order to be able to scroll between dialog options, just like we can do with inventory items. (sorry if it have been already suggested, i couldn´t find anything in the tracker)
#410
Beginners' Technical Questions / Re:Gif
Mon 28/04/2003 19:47:24
I think ags can´t import GIF's, but there are programs, like psp, that can perform batch conversions from a bunch of gif's to pcx.
#411
wow!  :o :o all your characters are amazing, i love them, as well as concept art. i think they are very professional.
Just a thing, maybe off-topic: i have seen that your characters have spanish surnames, is your game going to be related in any way to spain?? cos if it is, i could help you with spanish names/ ambientation and so just if you want and/or need it.
#412
i ripped DOTT fonts, they are available here:http://galeon.com/golfa/otros/fuentedott.rar
#414
I activated "handle inventory clicks in script" option in general settings, an then use the following code in the "on_mouse_click() function:

function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
 int invitem;
 if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
 }
 else if (button==LEFT) {
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }
 else if (button == (RIGHT) || button == (RIGHTINV)) { // right-click,
   SetCursorMode(0); //mode walk
   SetGlobalString(49,"Ir a");
 }
////////here comes the crappy part:
 else if (button == LEFTINV){ //left click on inventory
  invitem = GetInvAt (mouse.x, mouse.y);
  if (Accion("dar")) SetActiveInventory(invitem); //if you pushed GIVE
  if (Accion("usar") && GetCursorMode()==2){// if you pushed USE && then pushed on any inv. item
    if (invitem == 1 || invitem == 4 || invitem == 3){ /*put here the numbers of the inventory items you want to use on its own, and then put the code you want to be run in "interact inventory item" in the interaction editor in each one.*/
      RunInventoryInteraction(invitem, MODE_USE);
     }
    else SetActiveInventory(invitem); //all other inv. items will perform the default behaviour
  }
  else RunInventoryInteraction(game.inv_activated, GetCursorMode());
 }
}
//// end

I hope it to be understandable (english?)
#415
but then he should fix the left part:

Something like this i think.
#416
QuoteMake it a use on player style system...

use flute on player -> Beautiful music!
but my player is not clickable   :P  and finally i found a (crappy) way to do what i wanted  ;D
#417
i think the perspective is ok, the only thing i think that is not perspective-perfect is the lower part of the stairway (only if it´s supposed to be parallel (sp?) to the left wall.) other than that, i think maybe the angle is a bit high, but thats just my opinion, nothing serious ;)
#418
to the 2nd question: i think you want the same i posted here: http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5211.
i managed to do it, but in a very ugly way. if nobody tell you better way, i could post here what i did, but i'm sure it's not the best sollution.
#419
Critics' Lounge / Re:Memory Extractor
Mon 21/04/2003 23:01:46
i like it, it reminds me of Darkseed type of things
#420
Critics' Lounge / Re:Background c+c
Sat 19/04/2003 13:22:59
thanks, you are right. i'll try everything...
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