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Messages - Scummbuddy

#2421
why dont you just have him always just use his side view for the idle veiw, so just have it set up for one for left, and one for right.  

Like in Dott, Bernard always turned to the side to blow his bubble gum. you never saw that from the front, or from the back.
#2422
[img ]http://invis.free.anonymizer.com/linkhere[/img]

take out this space after the first g
#2423
General Discussion / Re:AGA is not dead!
Thu 02/10/2003 13:54:38
I could tell Boyd was kidding without smiley faces.

Welcome Back AGA, i missed the avatar mostly.  ;)
#2424
The perspective on the window needs to be real.  Vanishing points work for everything.
#2425
Advanced Technical Forum / Re:JPG support
Thu 02/10/2003 00:43:57
make them in bitmap, and then import it.  great picture and its all compressed the same.
#2426
Critics' Lounge / Re:W.I.P Toon BG Style
Wed 01/10/2003 15:11:01
yesyes, what we have here is a flash man...with skilllllza
#2427
you could have a repeadelty check to see what direction that he is standing towards and then continuously set the idle animation to correspond with what directoin he is standing towards.
#2428
you go to the sprite manager, and import all of your pictures, you can even do a tiled import of all your images together.

then you go to views and set up your animation there.  you dont make your animations outside of ags.
#2429
Critics' Lounge / Re:Charcter views on paint?
Tue 30/09/2003 21:23:46
sorry, i meant to move this to the critics lounge
#2430
In the room interactions window you could set up another if statement that will check a room variable that will be starting at 0, and when you do the check and it equals 0, then say the line of text, and then set the variable to 1. Next time you enter the room it will do that if statement, but since it does not equal 0, the walking animation will not be displayed.

Hope this helps.
#2431
you need StartCutscene and EndCutscene.  Check them out in the manual.
#2432
why not try using this and make it nonblocking
------------------------
AnimateCharacterEx
AnimateCharacterEx (CHARID, int loop, int speed, int repeat, int direction, int blocking)

As AnimateCharacter, but with two extra options:
DIRECTION specifies which way the animation plays. 0 is forward (like AnimateCharacter), or pass 1 to play the loop backwards.

If BLOCKING is 1, the function will wait for the animation to finish before returning.

See the description of AnimateCharacter for more information.

Example:

AnimateCharacterEx(EGO, 3, 0, 0, 1, 1);

will animate the character once using loop number 3 of his current view backwards, and wait until the animation finishes before returning.
#2433
Go ahead and try the NewRoomEx function and tell us what happens.  make sure you have your walkable areas set up.
-----------------------------------
NewRoomEx
NewRoomEx (int room_number, int x, int y);

Identical to NewRoom, except that the player character is placed at co-ordinates (X,Y) in the new room.
Example:

NewRoomEx(4,100,50);

will move the player character to room 4 and also place him at coordinates 100,50.
#2434
1.  On that black room, you could use speech and overlays with if statements.  Go to the manual and under the tab for search, in the search field look up "overlay functions"

CreateTextOverlay
RemoveOverlay

2.  In the room interactions window you will need to set up another if statement that will check a room variable that will be start at 0, and when you do the check and it equals 0, then say the line of text, and then set the variable to 1.  Next time you enter the room it will do that if statement, but since it does not equal 0, the text will not be displayed.

Hope this helps.
#2435
Critics' Lounge / Re:W.I.P Toon BG Style
Mon 29/09/2003 14:43:25
See, here is an example where perpsective does not matter.  When looking at it, we are not having our eyes gouged out by it hurting.  This is a beautiful piece of art.  Keep up the style, please.  This is one type that I know we all appreciate.  A little more background on how you do it would be lovely.  I would probably add more shadow beneath the higher windows facing us.  And is this scene supposed to give us a sad feeling, the way the windows and the big window look like a frowny face, makes me sad, so if this were to set the scene for an upcoming sad scene or something, then it would be better.
#2436
actually, i believe he can.  i think he said he made it so that each one had some different number that you can access by playing the game and checking the info (or something like that) and then check that number to the list of numbers and names he sent the games too, and viola....  a nasty name calling retort can begin.
#2437
Not necessarily.  You don't need them, but most people will keep them just for keepsake, and to remember the hard work they put into the game.  Plus, you could release all the graphics you used freely to the agsdomain and be loved by all.
#2438
scottrnichols AT comcast.net
#2439
Critics' Lounge / Re:C&C for Possible New Game
Fri 26/09/2003 14:54:52
the counter behind the fridge should go out to touch the wall
the numbers above the elevator seem too large to me
does the flatscreen really fit the perspective in this room?

this is a very good background, those were just the things i noticed. I did like the perspective overall... you followed the rules and good for you.  I like the man painting/picture. I feel that was done well.  I like the detail you have done.

Keep up the good work!
#2440
Please explain what "all funky" means in tech terms.  Do the colors become messed up, or do the dissapear completly?
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