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Messages - Relight

#41
Hi Andail! I just love your style, it's so awesome. Period.

The scene gives me a warm, happy feeling, and that's what is important.
#42
It's better to write a custom one rather than try to make the default one have all the options everyone might want (though it would be good to include directory functionality to the overall system). I'm sure there must be a tutorial about doing so somewhere around here to help you out?
#43
Good to know the real technical explanation - thanks.
#44
I could have sworn last night there was a message from Pumaman here asking for example. But then I fell asleep.

Here is the original graphic, 24-bit RGB in Photoshop.



Now here is what it appears in-game print-screen in a 16-bit game. Of course, the game is only 16-bit, it starts to get some nasty banding.



That banding in the above one doesn't matter. Cause that's what the game is. But I don't want to print-screen the game because then the image will have objects and stuff on it. I want to get the original (or even the 16-bit) image. But when you use the export background to clipboard function, you get what I show below. It should also be noted that this is what you see in the AGS editor itself in the room editor.



Game files and those 3 image files:

http://www.sylpher.com/relight/download/colors.rar
#45
Dude! I knew it was something like that, but I didn't know where to find it.

Thanks!
#46
OK, so I tested this more and need to bump this. What I actually see in the game is not the same as what I get if I export the background to clipboard. I lose colors. So I have a smooth gradient and I could tell because it became much more... gradiated. Or whatever.

So is there any reason why the export background to clipboard cannot give the screen exactly as it should be? This would be most helpful. In case, you know, you don't have the original graphics files anymore.

Pumaman?
#47
I recently re-installed Win 98 SE (I know, I know, it's old), and from the beginning in my dos prompt and hence in any dos program instead of slashes when I type them in I get the french a and e with accents over them, same for a few other characters such as < and >. This is obviously crucial to fix as I cannot change save game directories when I'm playing an old Sierra game because I cannot type in the slashes. Help?
#48
Critics' Lounge / Re: C&C on intro screen
Tue 18/05/2004 05:25:11
LOL yup :) I wasn't criticizing you though or anything :) I think you did a great job of putting those textures together with others into a map.
#49
Critics' Lounge / Re: C&C on intro screen
Tue 18/05/2004 01:08:23
Quote from: stuh505 on Mon 17/05/2004 23:30:15

Ã,  Ã,  Ã, No you don't...I made those myself from digital photographs.


Dude... oh yes I do... not that I'm dissing your image or anything, I said I liked it... so I won't post the texture that both of us know you used :)
#50
Critics' Lounge / Re: C&C on intro screen
Mon 17/05/2004 23:20:52
Ah, of course, the Hildebrandts, should have recognized it.

I also recognize the textures on the ground on the in-game shot :P Looks nice, though. Wondering if the mountain backgrounds are composited in, or if you rendered those yourself?

Maybe don't have the black bar at the bottom first, but just have a tab, to show that there's something there. I dunno, not sure the best way to show that a popup will be available at the bottom of the screen... I wouldn't expect it there, I'd expect a popup or an appearing menu at the top of the screen in any type of application.
#51
Critics' Lounge / Re: C&C on intro screen
Mon 17/05/2004 21:34:33
Make the black bars semi-transparent instead if you want to try that style.... and I'd still skip the "made in AGS". Gotta love playing with other people's pics, eh? I like the first option, down the side, better.
#52
Critics' Lounge / Re: C&C on intro screen
Mon 17/05/2004 20:59:07
Quote from: Andail on Mon 17/05/2004 20:56:59

Ã,  Ã,  Ã, I immediately came to think of all the old console-games from the ninties...


Gauntlet!
#53
Critics' Lounge / Re: C&C on intro screen
Mon 17/05/2004 20:53:55
For this screen I would not even put AGS or your studio name on it. I would put those on separate screens preceeding this one.

It might be nice to have circular buttons it the style of your golden O for each option, like new game, quit, restore, etc. If you make them iconic that represent those things, they'd be simple at the bottom of the screen and not detract from the picture (while the ags and studio logo sort of do - because they're not vertically aligned, mainly).

And of course what everyone else is asking, did someone you know do the art, or what?? :o
#54
I am asking how that code corresponds if possible to the various codes that Photoshop provides, or if it can be made to do so. I want to pick the color in Photoshop first and then use that same color in AGS, not the other way around. Although maybe I'm not being clear, because actually the same problem would occur if trying to go from AGS to Photoshop.
#55
There are some places you can specify a color #, such as in different spots for GUIs like foreground color, background color, highlight color, etc.

If I have a color in Photoshop, how can I find out the # to give AGS? AGS uses 31 RGB slots instead of 255 so I can't just type in the RGB value from Photoshop, unless I do math with fractions, which means I won't get the exact same color.
#56
Quote

Ã,  Ã,  Ã, 7) when deleting objects from a GUI, don't automatically rename all objects with subsequent labels…then all the code must be changed!

Ã,  Ã,  Ã, Hehe yes - I hope you understand now why there are no options to delete characters, views, dialogs, etc


I have a feeling I was the one who asked for lots of delete possibilities, some of which have been implemented. At the time, I said, why not just leave the # for whatever you delete blank, and then the next new item fills in that #, instead of re-numbering everything if you delete something. The workaround is that some things can be called by a name now, such as GUIs, but I still wish the re-numbering didn't happen and it worked the other way. I don't remember what Pumaman said at the time about how much of a pain that would be to implement.
#57
General Discussion / Re: The CRITICISM thread
Fri 14/05/2004 23:43:41
Haddas I don't like your blocks. I think they're kind of pointless? Also they move too fast. Also the color is not so good, because along with the flashy fast movement the light blue color makes me dizzy. So I think the blocks should go and maybe try something nicer like sunflower circles. Unless you are not a very sunny person are you because you just said that you hate everyone.
#58
Very cool. If that AGS fighter game was resurrected that would be sweet.

In high school (6 years ago), my friends and I were going to make a FMV 1-on-1 fighter game. We had a video camera, capture card, I had storyboarded a whole story and was going to do cutscenes in 3D Studio 4, we had drawings of the backgrounds...

It never happened, but the idea of working on such a project has always interested me. I'd be interested to try and make a complete set of sprites of myself. The one thing that is farthest from any talent I might have in artwork is sprite animation, so by using digital camera I might get a bit of experience not having to work totally from scratch.
#59
Hi, I'm brand new here, wow this is a great place! ;)

It's the summer time and what inevitably happens is that I do nothing but sit at the computer all day at work and surf so I decided to drop back in again.

My question is, I see lots of seemingly-great plugins scattering around, it's cool that AGS has that functionality now, so will CJ add a section to the website to officially endorse or at least make a nice place for plugins to be distributed from? I think that would be very useful. Or if there is already a plugin website, it should be mentioned more prominently on the AGS main site.

Hahaha!

EDIT: Oops, I should have searched more. I found it. My bad! That's why I'm in the beginner's technical forum ::) But it doesn't list all the ones I've seen around. So maybe more people should get their plugins in the list!
#60
Critics' Lounge / Re: TLOTLL: *New Background*
Fri 14/05/2004 20:53:40
Quote

Ã,  Ã,  Ã, i'd go with the old contrast... you shouldn't listen to people who only can say "CONTRAST" as C&C


Well that's what the current discussion was about, so I thought I'd offer my completely subjective experience with monitors.

Quote

Ã,  Ã,  Ã, as the newer screen looks oversaturated.


Then again it depends on the style you are going for. A cartoon-type style has very vivid, saturated colors.
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