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Messages - RowenaTheWitch

#1
Thanks ^_^
We had the same idea at the same moment :=
#2
I added a world map to my game: when the player looks at the inventory item "map" he/she is taken to a room where I've designed a map, and every point in the map takes you to a different room.
Code: ags
// script for Inventory item 11 (Mappa della citta'): Look at inventory item
player.ChangeRoom(17);  

My problem is: the map appears, but the inventory GUI is still open, and the player has to close it manually.
How can I close the inventory window automatically?
I've tried to add:
Code: ags
InvWindow.Visible=false;

to the room script of the map, in "Player enters room (before fadein)" but I get an error:
"must have an instance of the struct to access a non-static member"

What should I do?

EDIT
I tried to use : gInventory.Transparency = 100;
The inventory *seems* to disappear, but it's still there  ::)

EDIT 2
Resolved with gInventory.Visible=false;
#3
Ok, I finished Al Emmo a few days ago, and here is my review:

Pros:
-The game was sooo funny ;D A lot of situations the poor Al Emmo has to resolve are hilarious, expecially:
Spoiler
-the guy declaring a war against termites (weapons of mass destruction!!) ;D
-Al Emmo dressed as a prostitute, and his first work is...BWAHAHA *dies laughing* I didn't know if I would laugh or get sick ;D ;D
[close]
-Even doing the wrong thing is funny: if you show any of your object to any of the characters, said character will have some hilarious thing to say. When I got stuck at certain point in the game I would pass the time that way ;D. Even looking/interacting with things that really don't seem clickable would result in something funny happening
-The puzzles were hard sometimes, but never completely random...in certain points I felt very proud when resolving them 8) (but maybe you guys prefer extra-hard puzzles? Everyone has their own tastes)
-Chapter nine has a really original type of game play. I won't spoil you anything, just trust me on this one.
-Me+ the Narrator= love. Will he return for the next game? :=

Cons:
-As someone else has pointed out, ther are some problems with graphics. Each character has FOUR different representation: 1)Portrait 2)In-Game 3)2D cutscenes 4)3D cutscenes. The representation of Al Emmo is pretty consistent, but other chars look different in each representation (ex. the mayor: his portrait is completely different from any of his other representation! Or Rita, which seems always different)
#4
Thanks guys for the critics ^_^
Quote- Does she have to be an illusion/dark boss? If so, then these colours are great.
She's certainly dark...yes maybe "illusion/dark" fits...*doesn't want to write spoilers*

Quote- The colours aren't fully changed. You didn't paintover edges and parts of the gauntlets, so she they have the same colours as the wings.
Ops, the gloves! Yeah, they are colored wrong. Thanks.

QuoteI think youll have to resize it or it will look small,depending on your background waith actually.
Ehm...I *use* bg made with RPGmaker XP .... *dodges tomatoes*
#5
Hi guys!
I'm using Sierra Speech style, and I have a problem:
My character has a long set of different facial expression, and I don't want to create a new view for each expression. (It's really a waste of space, since each talking view consists of only ONE sprite)
Is there a way to put two or more facial expressions in the same view, and then select them by selecting the right view?
#6
Hi guys!

I did aÃ,  paintover of the sprite of an existing character to make the sprite of the big bad boss of my game:

Here is the original image:

And here is the paintover:


I've voluntarily made the color of the wings a little different among the sprites, so that it all seems a game of lights (ok, not perfect, but cute)

What do you think? ;)

#7
*sighs* yeah if only that were possible...but I've already a dozen of other character and I don't want to resize them all

I think I should do a bit work on the 120% one (the eyes, for example, look terrible)
#8
Quote from: largopredator on Tue 08/08/2006 14:22:24
I'll have to try the resampling thing sometime, but what I usually do with sprites is set the colour palette to Indexed Color instead of the standard RGB. Then you can resize without any quality loss, as long as you make sure to either double the size (in %) when scaling up, and half the size (in %) when scaling down, otherwise the aspect ratio messes up and you get a distorted image(this is also why it blurs in RGB).

Indexed Color? I'm not sure what are you referring to (I have Photoshop in Italian, and there's a colouring method called "Scala di colori" (=color ladder)Ã,  I think you are referring to this.)

Mmmh...I've tried to use Scala di Colori and a size of 200% and the result is pretty good, while in 150% it's pretty bad :'(...but a 200% char is too big for my videogame :'(

EDIT

Method Scala di Colori (Indexed Color) + 120% scaling + bilinear Resample Image option looks like this:
http://img235.imageshack.us/img235/8614/amemigliorebb6.png

I've decided that a 120% scaling is better...little Amelia is famous for being short, after all :P

#9
Among the different possibilities in "resample image" what do you guys think it's the best?

If I use "smooth bicubic" the picture is prettier,but in the game it's dificult to distinguish the different parts of the char...

I've noticed that the AGS scaling uses nearest neighbour...
#10
*slaps forehead* I never noticed the "Resample Image" option.
I will play with the different options and see what's best.
Thanks ;)
#11
Critics' Lounge / Problem in resizing a sprite
Mon 07/08/2006 19:45:47
Hi everyone! :)

I'm trying to make a game based on the Anime series "the Slayers" and I'm already at a good point.
But I have still a major problem: the quality of the sprites of the main character (a girl named Amelia)

I'm using a fan-made sprite (with the permission of the author of course):
http://img124.imageshack.us/img124/9907/charaameop0.png

But the character is too small for the rest of the objects, backgrounds etc. of my videogame so I'm currently using the same sprites, but resized 150%

normal
resized

As you can see, the character resized 150% doesn't look very good
I used PhotoshopÃ, for resizing it, is there a tool/tecnique/trick to have a better effect?
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