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Messages - Scummbuddy

#541
Critics' Lounge / Re: Mac's back
Fri 28/10/2005 20:08:22
Well, it just depends on how much you want it to resemble Richard Dean Anderson. To me, this has nothing to do with him, besides a brown jacket.

Eigens version is pretty close, but I would still suggest you work on making it somewhat close to Richard. I mean, Indy sprites from the old games were pretty good at capturing Harrison, but didn't have to be huge sprites. But then again, it has to do with what style your bgs are going to be in as well.
#542
First of all, you will never improve if you just dismiss this competition. Try it out, several times; make a couple entries and pick your favorite.

And this is still a "sprite" as it could be an inventory item, or a close-up object. So it is very valid in this competition. Plus, we don't want 50 seperate competitions running around that gets one or no entries.

I'll try and have my entry in this weekend.
#543
Quote from: esper on Thu 27/10/2005 13:40:02
URGENT CONSPIRACY ALERT:

I have discovered something terrible. For those of you who haven't seen him lately, ScummBuddy's avatar caption says "Give Stylish Confetti to Bozo. Wheeee!"

This is obviously an alliterative anagram, and I believe, unfortunately, that I have decoded it.

"Grundislav's Shitty Computer Trashed By Wilma."

So it's true... Ben Jordan 5 never is coming out.

#544
I don't know how similar it is, but Beneath A Steel Sky was also released from that company as freeware.

Edit (apparently not the same company...) Thanks m0dsie
#545
We've discussed this before, but it's been quite awhile. We came up with that you make the one walkable area going up to it (maybe half the hill, and then another walkable area, on the other side. One will be the up, one will be the down. Make sure that you connect them with a good amount of pixels at the top. And then set up the walkbehind of the whole hill and correctly place your baseline.

And tell us how it goes.  ;D
#546
would that be hotter because she is in a position of "power"?

Wow, in four months she breaks the 1-10 scale. What happens when they return back home and they don't have the cute streaks of dirt on their face?
#547
Yes, it will be a treasured book passed down in your family.
#548
We are very much so glad to see you back. Thank you for the work that you've done around the world, and we can't wait to see the next bit of work you show us, in our ags world.
#549
auto pruning would be to automatically delete posts that are of a certain age.
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I know awhile ago this idea came up, but I still back it. If there was some way for us to forum search by our "I help in these departments" icons under our name. If you feel that you really can't help with scripting with others, than take it off your name, or however else it relates to you at that time. That way, when someone searches for a scripter, they don't waste time by asking you if you are free, they shouldn't even get to ask you, and they can find someone else who does have the icon there.
#550
for one thing, i read that you wanted his legs off screen, that's why I said to crop the character to have the zoomed view of him for the talking view... so i apologize.

the setviewport was where I was going with the "black area" addition to a room, but if you've solved it, then great.
#551
General Discussion / Re: World of Warcraft
Tue 25/10/2005 05:24:50
Oh, come on. I just spent eight hours reading that! Thanks a lot for the link. I'll be going to class now instead of sleeping through the night like I was supposed to.

Seriously, I don't know how I missed this comic, and thanks for linking it.
#552
Well, you could always take the room you want and add a large black section to the background off to the side, and make another walk area on it. Then fade out when appropriate, reposition the camera, and move char direct to the new location, which, I'm assuming you'd do a huge zoom level on, and then have your character talk. You may have to fiddle with the camera and the bg black size in order to have such a large character. I don't even know if that is a good way to handle enlarging characters for talk views, but its worth a shot.
#553
You could just copy his image, and then crop the image in mspaint or whatever, and either make "a new character" or use a background image with his face on the bg, and then animate lips on top of that as objects.
#554
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23160.0
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We're being nice, but I don't know how you passed the registration quiz, but you broke at lesat 3 rules.

Posting in all caps.
Thats a no-no. On the internet, that is conveyed as yelling, which we don't do here. It is like a library here. Sort of.

Not posting any more information in your message post. You just posted faces.

You need to tell us what your problems exactly are, but remember, if you can't even open the program to just tool around with the program, then, maybe its like mentioned elsewhere, AGS may not be for you.
#555
can you describe to us some more on what you mean by 'has trouble recognizing hotspots"?
#556
I would be for the change. I've often felt for this change, but didn't feel worth mentioning. If there was a way to switch between two interfaces, such as one with tree branching, or not, I think everyone would be happy.

But again, this is such a low profile suggestion, we'll see. Maybe this could be added to the suggestion tracker, so that more people can add their thoughts.
#557
I'm working on a Calvin and Hobbes game...  ;)

Shh....
#558
well thanks for clarifying more on your question. (sarcasim)

now, im guessing you want to be able to create your own object-oriented script... which I don't believe you can do. Only CJ can create the keywords, but you can use arrays almost like your own object oriented code.
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Arrays
data_type name [ size ];
Arrays allow you to easily create several variables of the same type. For example, suppose you wanted to store a health variable for all the different characters in the game. One way would be to declare several different variables like this:

int egoHealth;
int badGuyHealth;
int swordsmanHealth;

but that quickly gets messy and difficult to keep up to date, since you need to use different script code to update each one. So instead, you can do this:
int health[50];

This example declares 50 int variables, all called health.
You access each seperate variable via its index (the number in the brackets). Indexes start from 0, so in this case the health array can be accessed by indexes 0 to 49. If you attempt to access an invalid index, your game will exit with an error.
Here's an example of using the array:

  health[3] = 50;
  health[4] = 100;
  health[player.ID] = 10;

this sets Health 3 to 50, Health 4 to 100, and the Health index that corresponds to the player character's ID number to 10.
#559
Im confused. There are already walk functions embedded in ags.
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[Walk code was originally here, taken directly from the manual]
#560
since im sure you other post will be deleted, since we dont allow double posting here, ill write my response here.

Whats wrong with letting them just change the names of the characters and locations, and then release the game that way?
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