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Messages - Radiant

#5021
That's true, Edwin, however it doesn't place the dialog text where I want it (specifically, it always places it in the upper left corner of the dialog, but I'd want to place some kind of border around it). Also the dialog may run off the GUI if it's too small.
#5022
Hints & Tips / Re: King's Quest I
Mon 13/09/2004 12:25:41
Ega version, use the = key.
Vga version, click hand on the condor, but you'd have to stand roughly in the center of the screen for this to work, and condor has to be close. It's pretty difficult, keep at it.
#5023
That is correct. The other difference is that the VGA one follows the original plot, whereas the one with original graphics has an enhanced storyline.
Neither is actually completed yet; the official deadlines are august and september 2014, respectively :)
#5024
Well, if the from-room and the to-room have different X/Y sizes, you could use the same relative position. E.g. if room #1 is 500 pixels wide and you've scrolled 50 pixels to the right, and you're going to room #2 which is 400 pixels wide, the screen would appear scrolled 40 pixels to the right by proportion.
Or maybe it should only work for non-scrolling rooms, if that's easier.
#5025
Hi there,

it would be cool if there was something like TRANSITION_SCROLL_LEFT, which would cause the current room to scroll away to the left, and the new one to scroll in from the right. For instance Space Quest 4 uses that in the sewer system, among others, and QfG1 when you climb up Erasmus's mountain.
(similarly, SCROLL_RIGHT, _DOWN and _UP)
#5026
It seriously is Gwydion. However, an interesting (and very stupid) point is that Manannan's name is constantly misspelled as Mannanan in KQV.
(both names are from Celtic mythology, by the way)
#5027
Kudos, and good luck with it all!
#5028
Interesting. Now that you mention it, for some games it may actually be illegal to sell them on e-bay, for instance if it says 'not for resale' somewhere in the twenty-page EULA. Not that anyone ever seems to read EULAe...
I do recall buying a game once (Descent II) that was clearly labeled 'not for sale' and turned out to be a shareware promo. I had to bug them for quite a while to get a refund.
#5029
Hints & Tips / Re: Maniac mansion
Mon 06/09/2004 17:27:07
Yes, it is, because you can get people out of the dungeon.
Spoiler

First, search just below the windows for a loose brick...
[close]
And second, see that key hanging in the chandelier in the living room? It fits the door to the dungeon. You can get it down
Spoiler

if you pay attention to the objects to the left of it, and consider what you would do against a glass chandelier.
[close]
#5030
You're supposed to hurry, and not walk too closely to Hagatha.
#5031
Hm, didn't LucasFan's site say something along the lines of "In memory of LucasArts, RIP 2002" or something? He has a good point there.
#5032
I think that's exactly what the extensive plugin system is for.
If CJ were to make AGS open-source, he'd have to spend a lot of time either commenting it to make it more user-friendly, or being swamped by e-mails from people who don't understand his code.
Why would you want to accelerate the graphics, AGS runs at 60+ fps here and I'm on a 350 MHz box... also JPEG graphics compression isn't lossless (a simple huffman algorithm would be better). I think that if CJ doesn't want to implement some feature (e.g. SetCharacterName) he has a good reason for it and it would only overly complicate AGS if other people would implement it in his place. Plus you would get several branching versions that aren't necessarily stable or compatible with one another (look at the raging Red Hat vs SUSE debate, for instance)
#5033
Edwinxie -> Those are good ideas. Can I hire you as a sprite artist?

Dreammaster -> yes, exactly.
#5034
Correct, except that to make it slightly more legal, the music of Beethoven is 'public domain' rather than 'abandonware' (since the latter has no legal bearing). Sorry for nitpicking :)
#5035
I believe currently the dialogs are printed on a textbox GUI.
It's probably easiest to allow them to be printed on a non-textbox GUI? Then the user can customize whatever he wants. Simply create an option for Labels on the GUI to be filled in with dialog options. The rest can be set with SetButtonPic etc.
#5036
I believe it's a timing issue, you should just go to your cabin, quickly type 'change clothes' then leave.
#5037
Abandonware is roughly defined as 'software that has not been sold for five or more years and that we kind of assume the copyright holders will not mind (or not notice) if we put them down for download on the web, even if that is still illegal'.

Copyright expires iirc 80 years after the person holding the copyright dies. Hence, Beethoven's 2nd can be freely copied, but CMI can not.
HOTU has a lot of games that are abandonware, and quite a bunch for which the authors actually admit that they don't mind, but Sierra and Lucasarts are notorious about vehemently disallowing their games being classified as abandonware.
#5038
Depending on what kind of RPG you're making, implementing some of the stationary characters as objects may help a lot.
#5039
Well, that too, of course :) but I thought a dialog GUI was similar to a textbox GUI (at least that's what I'm using) and that doesn't support headers very well (okay, you can use the top left image and put text in it, I suppose)

#5040
Hi there,

I would find it useful if the dialog GUI could display a header line (e.g. 'select one...' or 'your answer?'). The easiest way to implement this (or so it seems to me) would be that the first dialog option is displayed centered, and is not clickable.
(of course this requires a switchbox in the dialog editor)
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