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Messages - Quintaros

#841
Advanced Technical Forum / error message
Tue 09/09/2003 03:08:30
Can anybody please explain this:

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Illegal exception
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An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0041D422 ; program pointer is +333, ACI version 2.56.623, gtags (1,220)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
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OK  
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#842
Quote from: foz on Tue 09/09/2003 01:13:14

The first screen is inspired by Bladerunner. shame it don`t look as good as the intro to the film.



Yeah I can see that one too.  Its more obvious in fact.  The thing about Blade Runner is that it was so influencial on the look of sf films in general that you might not even realize you're inspired by it.  But the Apocalypse Now, if intentional, was a brilliantly subtle homage.
#843
That 2nd screenshot reminds me of Apocalypse Now.  Intentional?
#844
Gosh, I can't believe how quickly you guys work.  An average background takes me about 8 hours.  A walk-cycle in a single direction another 8 hrs.  

As for the order of things to work on, I like to mix it up.  One of the nice things about making a game is that their is a diverse amount of work to complete so if I get tired of one task I can move to another.  Still sometimes I really get into the zone and don't want to switch off of backgrounds for a week.  I imagine everybody works at a fairly different pace.
#845
Quote from: Pumaman on Fri 05/09/2003 18:31:43
Ah, I see what's happening. It's actually rather dangerous to use NewRoom from within the Sierra inventory window at all, it's best completely avoided.

Why is that?
#846
I'll try that.  I prefer the instantaneous transitions anyway.

Thanks.

<edit>: The solution worked. Thanks again.
#847
Yes, I use the default inventory interface.

I'm running at hi-colour with 640x400 res.

I'm not sure about the HideMouseCursor().  I'm not familiar with that command but I believe its not in use for that room b/c when the player starts in the map room (using the Hide Player Character), I can see all my cursors. It's only when he returns to the room via the link in his inventory that the cursors disappear.  Actually the cursors are there until I close the inventory window, then they disappear.

#848
My player has a map as an inventory item. When he looks at the map in his inventory I use the "Go to a different room (at specific coordinates)" command to change the screen to the map overview.  The problem is that when I close the inventory window in the new room, I lose all of my cursors.  I can still click on the hotspots in the map room but I simply cannot see the cursor to know where I'm clicking.  

Has anybody encountered this before?  What am I doing wrong?
#849
I'm spending almost every spare moment I have working on it.  I'm currently working in a city 8hrs from where I consider home, so I don't have any life here and can dedicate myself to my game.  I work from the time I get home to the time I got to bed (about 5PM-midnight), everyday.  I'm lucky in that I have a project that I'm committed to.  I have no worries about losing interest to start another game b/c I love the one I'm working on.

Because my game is based on a television show, all of my production design is finished and I have good reference material for all of my rooms.  Even still I've only finished about 5% of the rooms I plan on making.  My player character walks left and right but he still glides forward and backward as I haven't finished his front and rear walk cycles.  Script is about 0.01% done.  I still haven't learned much of the programming side of AGS and all I've done is make a few animations work.  Story is maybe 30% done.  I know the beginning, middle and end but need more connecting incidents.  Puzzles are about 2%, which is to say I've been giving them some thought.  Music: 0%, I'll be lifting it from the series which means it'll be well written but I haven't yet figured out how to copy sound.
#850
Quote from: Dragonrose on Wed 03/09/2003 16:34:25
This is an absolutly excellent post, Goldmund.

Quintaros brought up an intersting point, I think. He quoted Mordchai Richeler's "The Fifth Buisiness," ...

It was Robertson Davies, actually.  But both are Canadian authors.
#851
"And the inevitable fifth: the keeper of his conscience, and the keeper of the stone."
#852
Quote from: Esseb on Fri 29/08/2003 19:19:11
"You see, I'm the leader of this Internet cult....."

We really are a cult, aren't we?  But if Chris was any kind of professional cult leader, he'd definitely accept donations.
#853
Okay...I was running in 640x400 but making all my backgrounds as 320x200 (maybe that was the wrong approach but I think I read that in a tutorial somewhere).  All of my 320x200 bg's looked fine in the 640x400 game and filled the screen.  When I imported the 500x200 bg it only filled a corner of the screen, instead of scrolling off the edges.  I changed my game setup to a 320x200 resolution and reimported the 500x200 bg and it looked as intended (and the other bg's appeared unaltered) but my character suddenly looked very pixelated.  So I converted back to 640x400 and my character looked good again, and my bg continued to fill the screen as planned.

So to summarize: converted from 640x400 to 320x200, imported bg image, converted back to 640x400.

Seems strange but its working.
#854
My version is : 2.55.359.0

I found a work around by expanding the image to 1000x400.  Now it shows up pretty much as it should but it appears to have lost much of its sharpness (perhaps thats just a result of Paint Shops method of expanding it?)  I'd still like to make it work in the correct resolution.
#855
In attempting to make a scrolling room, I made the background 500X200 (am working in 320x200).    When I import the background image for the room, the background is reduced in size so that it fits into the 320X200 frame horizontally instead of going beyond the regular frame.  I'm not sure if that's clear or not.

Anyway I tried looking at the manual and it says:

"To create a scrolling room, just import a scene that is larger than 320x200. For example, 500x200 is a good size for Lucasarts-type rooms. When you import the scene, a message box will appear asking you what resolution the picture is drawn for - this is because the picture could either be a scrolling room at 320x200, or a single non-scrolling screen at 640x400. So, with a 500x200 room you would click the "320x200" option."

I do not get the message box described in the manual when I import the image.  Am I missing something?



#856
Critics' Lounge / Re:Character size
Tue 29/07/2003 03:22:02
I'm working in 640x400 and my player character is 108 pixels tall.  Looks good to me, so I'd say 100 pixels is fine.
#857
Critics' Lounge / Re:James Stone
Mon 28/07/2003 00:22:56
My first impression, based on the way he scuttles along, was that the character was an insect trying to disguise itself as a human
#858
Excellent, thank you.
#859
Is it possilbe to make a gradient for a walkable area so that the character scales smoothely as he walks toward the camera?
#860
The Rumpus Room / Re:The MSPaint game
Wed 23/07/2003 03:37:27
He's doing Yoga...as if it weren't obvious



I wanna see  a Penguin with a God Complex
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