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Messages - Ryan Timothy B

#1261
Critics' Lounge / Re: Help on Background
Thu 20/01/2011 15:59:09
Without sounding rude, I want to say that I wouldn't want to choose either of those backgrounds unless the game is about an acid trip, then they look perfect for it.

From what I gather, you're trying to bend the perspective in a DoTT kind of style. But this is going way beyond that in a sort of fish eye wonky perspective. I feel uneasy just looking at it. How the foreground table is so close and the other side of the hallway wall is 30 feet away. Then once the character walks to the end of the hallway by the stairs, it'll be the size of a walnut.

Your background with the hallway and doors kinda remind me of this image. Now this is a very light version of a DoTT styled background. Everything is kinda bending a little out of the way of the perspective while keeping in check with reality.
#1262
Just to let you's all know, we're all still trucking away at this. We had a mild speed bump or two.. CaptainD having a child, me moving into a new house, Zyndikate losing his newest package of whips in the mail (we were all grateful for that!).

I'm actually working on an animation layering system at the moment. Where we can have a separate layer for the head and body to allow for interesting and unique expressions that the character may do while talking. Like putting his hands on his hips while his face is either angry or surprised. Or even just his head occasionally blinking while he stands around.

I'm excited about it. It'll definitely add some life to the animations without Zyndikate having to animate more than he needs to.

I better stop talking now.. I don't want to get in trouble for revealing too much.  ;)
#1263
I can't give an exact answer due to not knowing fully what you're asking for or how you grab your hotspot name. Whether you're using a label with @OVERHOTSPOT@ or you're manually grabbing the hotspot name through the global script by using Game.GetLocationName(mouse.x, mouse.y), which is essentially the same thing but more hands on.

Also I'm assuming this hotspot is one room only.

Anyway, we'll assume you have this in the global script rep ex:
Code: ags

lHotspotLabel.Text = Game.GetLocationName(mouse.x, mouse.y);


A rooms rep ex will run after the global script rep ex (I know this thanks to Monkey)
You'll need something like this in the rep ex for the room script:
Code: ags

if (GetLocationType(mouse.x, mouse.y) == eLocationObject && Object.GetAtScreenXY(mouse.x,  mouse.y) == oSeashell)
{
  if (Verb == eModePickup) lHotspotLabel.Text = "Peg Leg";
    else if (Verb == eModeLookat) lHotspotLabel.Text = "Twiddle Sticks";
}


Something along those lines. But like I said, this is how I'd do it if it were for one room only. If it were for multiple rooms, I may just put it in the global script.

And if every object in the game is doing this name swap, I'd probably just use the Properties schema editor for each hotspot/object/character and make a string for each verb.
#1264
Critics' Lounge / Re: Clock Tower Background
Thu 20/01/2011 03:04:09
Quote from: Calin Elephantsittingonface on Wed 19/01/2011 20:42:57
The original, sharp gui will be used once the BG has been shrunk to 320x200.
Not to sound like a boob, but wouldn't it make more sense to show us the resized version instead of the full WIP size? Especially since we'll lose detail and such.

That plank that is laying vertical from our perspective is really throwing off a bad composition. It directs your eyes over there and makes it look almost like a wall or post. Especially with those new beams put in, it really divides the piece.. which is a bad thing I feel.

I probably would have made the perspective nearly centered with the clock. With that perspective the angle of all the boards seem to point my eyes towards the left of the screen. Then you also wouldn't have the straight edge on the left side which really gives this piece that two dimensional feeling.

Just saying. :P
#1265
Yes. Very top of this forum, English words that say....... "Search". lol
Then you can select which threads you want to search instead of having Critics lounge threads showing up when all you want is Tech threads.
#1266
Look up File functions and properties in the manual.
There is File.Exists which will check if the file exists. Etc.

Read the manual buddy, you've been using AGS for quite a while now. Also there are probably three dozen threads with the exact question.
#1267
My edit ideas came out to be something like this:


Something to perhaps break up the empty space on the sides. Not sure if it's all that great.
I'd offer the psd but I did quite a rubish job at the edit that there's no point.
#1268
Yep. Just import a png image with alpha transparency and it will work without tweaking.
Also make sure your game graphics are set to 32-bit otherwise alpha channels won't work.
#1269
Yeah, I think zombies do crap themselves. They're always filthy and walk with a limp. You'd walk with a limp too if you had a few pounds of gooey shite in your paint leg.  8)
#1270
Quote from: Mods on Mon 17/01/2011 21:42:19
I've never heard of "bool" in an AGS sense and what it is or can do, so thats all new to me
A bool stores either True (1) or False (0).
#1271
Seriously? :o No way! The silver surfer is making a cameo appearance in the new Cosmos Quest?
#1272
Quote from: barefoot on Sun 16/01/2011 14:36:08
I have reset Iconbar to 100 and z order=0

My problerm is that spacebar fails to skip and cursor remains the same..

A 100 what? And what is the spacebar supposed to be doing?
What's your problem here?

Nevermind. I see that you solved it. Don't be so vague about the problems you're having.
#1273
I always avoid playing a game once I find out it may be littered with typos or bad grammar and I wait for an update.
I'll play this once I hear of an update. Graphics do look fantastic!
#1274
Welcome to the forums.

I also have a secret desire to create the ultimate RPG in AGS. Why? I'm not sure. Maybe I just don't like using the engine to make only Adventure games.  :D
The other reason is more than likely because no one has made a true RPG in AGS with the style of the SNES Final Fantasy games.
#1275
Sounds like your best bet is Desmings youtube videos.
#1276
Quote from: Studio3 on Fri 14/01/2011 15:40:53
PluginHandler.asc(33): Error (line 33): Type mismatch: cannot convert 'String*' to 'string'

Code: ags


TcpSetString (ServerIndex, Broadcast, SpeechChannel, 0, msg);


It pretty much told you what the problem was. You're using String instead of string, on if I were to guess, the string variable: msg.
AGS is super case sensitive.
#1277
Oh dear.. The psd didn't prove very useful.
Here I was hoping the cup and reflection would be on a separate layer to avoid all the hassle of creating a mask to avoid it. We'll see what energy I have tomorrow.  ;)
#1278
Hey Paul, any chance you can upload the psd file for me? I have an idea to possibly improve the graphic that I don't really feel like describing. If it doesn't work, I'll try other ideas.

As they stand, they feel like they're missing something. But I like the overall change to grayish blue.

Thanks man.
#1279
Quote from: Calin Elephantsittingonface on Thu 13/01/2011 22:45:16
Spell check for strings
If this also worked with dialogs I would definitely find this to be a handy feature. With the option to turn off the spell checker and perhaps even the option of selecting different languages over time.
#1280
General Discussion / Re: Let the games begin!
Thu 13/01/2011 18:53:49
This is literally the coolest and most impressive concept I've seen for a flash game. I fully recommend checking it out. Especially if you like Crayon Physics.

It's called Ice Breaker. You take slices out of the ice to rescue the vikings.
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