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Messages - SSH

#4641
Here's a possibility, if you use 256 colours and are clever with your palette

2 characters: one male base and one female base
The user can change the colour of hair, top and trousers/skirt for each char.

Or alternatively, you could make each piece of clothing a character and set them to follow the real character around exactly... (or maybe a GUI to make sure clothes are always on top)

Or you could write a plugin or seprate program to generate the sprites in a temporary file and then use LoadImageFile...
#4642
If one slot is too few, what is a reasonable number? I guess that you don't really need more than 5 or so? It's just that a non-scrolling load/save GUI with screenshots would be so much easier than one with scrolling...  ;)
#4643
Yeah, well you are all fooled: the start pic is the last one and they worked backwards from there!
#4644
Just in case our readers missed the change that TK made... don't use ";" at the end of a #define...

to answer stazer's question:

You can put #defines anywhere, but if they are anywhere other than the header then they won't  apply everywhere. For example, if they are in the global script they only apply to the global script and not to room scripts.

If the #define is only relevant to one room, however, (e.g. object numbers) then feel free to put the #define in that room's script.

#4645
That's exactly what I was thinking of, avo, except I was too lazy to asciiartify it!  ;D
#4646
You might want to anonymize those mobygames pics...
e.g.
#4647
General Discussion / Re:george_mamadou
Thu 29/01/2004 15:12:34
I got my Postini quarantine summary this morning. Our company uses this spam filtering service to take out the spam before it even arrives to you. You can still read them at a web site, though just in case they filter out a real message.

In the last 7 days I had 46 Virus-infected emails and 371 spam messages. I am amazed that you guys haven't seen this type of stuff before...

By the way, if you are worried that your ATM card has been compromised, send me your card number and PIN and I can check it out for you  ;D
#4648
I have a room with 15 regions, each of which needs to run a script. I can easily edit all the scripts at once by editing the room script, but actually going through every region, clicking on the interaction button, clicking the right interaction and choosing "Run script" from the drop down gets pretty tedious. I would LOVE a way to easily and quickly set multiple objects/regions/hotspots/characters/inv items/etc. interactions to run script, maybe some kind of grid where you can click on checkboxes buttons for each one you want made run-script and it queries or doesn't allow it when there is already an interaction set on something...

While we're at it, I'd love to be able to "duplicate" GUI buttons so that I can create one button with exactly the smae properties as the previous, then edit only the one thing I want different between them (e.g. X position)

#4649
Ummm.... isn't #ags pretty much full of people having a harsh attitude towards Vel, anyway?

???

#4650
Easier than that: a logical XOR is the != operator...

0 != 0 gives 0
0 != 1 gives 1
1 != 0 gives 1
1 != 1 gives 0

of course, each side must be 0 or 1 for this to work.

It might be nice to have bitwise operators sometimes, though like &, | and ^
#4651
loominous, thanks a lot. That one is really a babe, although I might try some oif Hueij's ideas about the clothes and headgear, but it has really given me something to build on. Thanks foir the tutorial, too!

If I just take everyonbe's input and combine it it will surely rox0r!
#4652
Dump out dialogs and scripts, load into Word (or similar), Select All, go to Table menu, select Sort....

#4653
Don't vote for someone who doesn't even know that the plural of goose is geese...
#4654
You mean like the "Dump game text to file" Game menu option, just above the "Make translation source" Game menu option?

RTFM n00b!
;D
#4655
It seems that dumping all scripts to a file misses out the header, whihc it would be handy to include.

a) Have I missed some switch to dump it out?
b) If not, can you add it please CJ?

Also, the imported functions declared in the header are completed in the editor, but #defines are not... can this be added too, please?

I know, you'll add it to the list...
#4656
The Rumpus Room / Re:The MSPaint game
Tue 27/01/2004 15:12:38
Maybe its the people in the car who are stupid, but anyway...


Next: If only I had a secretary...
#4657
Well, due to my lack of spare time I've been playing GF for about 9 months now and haven't got too far: still in Rubacava Year 2. Not stuck though, still exploring. However, I must say that the sign in the petrified forest did require me to look at UHS, and a couple of other times I missed Manny's head turning to the vital hotspot, so didn't know it was there...

#4658
Critics' Lounge / Re:Character design
Tue 27/01/2004 14:39:56
Maybe I've lead a sheltered life, but how can you see her toes when she's wearing boots?  ???

Oh well. Yufster or whatever you call yourself this week: the pic is great. I hope that you do go and make a career of animating or doing things in a room with Tim Schafer because your art r0x0rz. Now, if you would just like to volunteer to redo all the art fro my Sphinx game then your career would have the perfect launch platform...
#4659
OMG!!111!one! I don't want to be drawn on lined paper!

Anyway, I sent mine in yesterday...

and I didn't pimp them shamelessly. I felt very ashamed about it. By the way, vote for my avatar...  ;)
#4660
Quote from: SSH on Tue 30/09/2003 22:04:58
Well, now I've finished with the FOREGOs, I'll give you an update on the game progress.

Firstly, Vel has spoken to me about a preview in the AGS ezine. Hopefulyl that can be appearing soon. I have given him some exclusive screenshots, but I won't steal his thunder by posting them here.

Hopefully I can have a demo out by the end of February, although I don't promise. So far I've got the GUI nearly completed (just save/load boxes to do, but I'll leave them fro when I've got bored writing dialogues) and all the backgrounds for the demo are loaded into AGS. I think all the sprites are loaded too, but there always turns out to be two or three more that you need when you come to implement these things.

Most of the remaining work is going to be writing dialogs, I think. The way the icon-based dialog system works means that tehre will be a heck of a lot of dialog. I doubt that I'll have time to do a voice pack before end of February, or to finesse the music but there will be some music in there and hopefully some sound FX.

Also, Farlander has said that hes going to try and help me out with some cutscene GFX which is great. However, if anyone with 3D skills wants to PM me, I've got an awesome custscene that would look great in 3D. Also would liek to hewar from potential  voice actors for Ay (Old Grand Vizier), Maya (Helpful adjutant) and the Sphinx (booming deep voice)...
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