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Messages - Sektor 13

#541
they need proper shadowing.... that normaly the problem why object looks " i am not from this picture" style :D
#542
Quote from: Pumaman on Thu 03/03/2005 19:12:19
I'm afraid I cannot give any guarantees about when a particular feature might be implemented. Priorities are constantly changing and I wouldn't want to disappoint you by promising something that I didn't later deliver.

However, the dialog system is something that I will look into after the release of 2.7 Final, since it does need some work to improve its customizability.


Well but it would be still nice if this function would be avalible in 2.7  :'(
#543
Quote from: Zooty on Thu 03/03/2005 17:09:39
The monitors in the gate room are too thin, they look flat, alo change one of the displays s that is shows the dialing program, or something different as currently they re both the same. the shirt texture lloks good except the creases on daniels (?) back look like gashes instead of creases.

How do you mean to thin, they are LCD display, they are thin and flat :D and as i was looking picture, from SG-1 both monitors face directly to the camera, so you can't see side of monitor, as for display, yes i know they both show sam thing.. i will see what i can do..


P.S - Arm is fixed, bit thicker :D
#544
Quote from: Babar on Wed 02/03/2005 11:40:04
Something seems wrong with the sleeve of the person with their back to us.

What exactly ? Maybe it is too small ?

Quote from: big brother on Wed 02/03/2005 15:07:24
The texturing on the green jackets from the top screenshot make them look like rocks (especially the wrinkles). Also, the proportions are very off (upper arms are too short/thin, midriff too wide, etc.) and their heads seem pasted on at a different angle than their posture might suggest.

I'd recommend drawing from photo references and focusing on the composition rather than the fiddly details. Remember, when you draw it, you're zoomed in about 95%+ of the time. The person playing your game will never see your image zoomed in, so you should make it look best at full size.

Hmm jackets doesn't look "Stonish" to me. As for heads you are right.
Well person who will play will see picture zoomed, as this one is 320,240, but on screen gets resized to 640x480 or a little blury in 320 x 240, but still in full screen. So it is noticable .
#545
new material  :D





#546
Well my game was 91 MB uncompressed :D and 35 under ZIP..... But a think main conceren is that AGS uses his own backgroun format for pics, that makes him very long...
#547
tell me, is this version safe now?? To start work in it, as at the begining was written that better not rush with new beta  ;D
#548
You can make it selectable, something like CLICK TROUGH TRANSPERENT (yes/no), it should be usefull, if you want to make GUI like  in HEXEN , but for adventure of course :D
#549
hey what about you can click trought "transparent GUI", if you import GUI picture that has some transparent parts or just text (label). You could make different shaped buttons. Well you can make lets say triangular shaped button, but when you click on it it still acts as it isÃ,  rectangular..

brrr i hope you understand this :D

Edited by Gilbot:
The following discussions were originally part of this thread, which now belong to this new thread splitted from the original.
#550
i wonder, what about if you have cursor over a GUI button..

example: I have a "walkie talkie" GUI, there are 3 pictures of persong you can call them if you click on them, but when is mouse cursor over the mouse buttons, i would like that the name is showen before you click on it...
#551
Hey..

I searched the forums, but nobody asked anything about Pausing the music. I have cutscene that is "connected" with music, but if i press ALT-Q (my custom GUI quit menu) cut scene pauses, but music doesn't. I didnt found anything in HELP file that pauses music, except STOP command, but i want for music to continue after canceling custom QUIT GUI.
#552
But the doors did open right when you recconected the wires and shorcutten the box. ?


Well yes, it is medium lenght game. It is possible that i will made a sequel, after i am finished with my current game, Stargate Adventure, but that can take a long time :S
#553
No, that should't be the problem, hmm if you did both thing than LAB-A doors should be opened....hmm ::)

EDIT:

Well i will try the game again, and found out if this is a bug(and fix some other bugs), somebody will rewrote whole script and remove grammar and spell errors from game, and i will  upload game as version 1.1 again...

By the way if you did that and doors for LAB-A ar not opened, you can try to walk trought the dors and enter the room as normal, because that is another bug, you can actually enter the room even if doors are closed, i will fix that in v1.1,,,
#554
yes i know, that it is paused if popout modal is selected, but you can still press other GUI buttons and they work, so i had some problems, i modified my GUI scripts so it workk fine now. But if you use default QUIT GAME menu you cannot press any buttons at all, just QUIT an PLAY !..
#555
SPILER:

You must recconect thw wires, open the vent, that is closed to the LAB-A doors, than reconnect the wires...

->you can reconect them with two nails that are sticked together, that should open lab doors
#556
Hints & Tips / Re: xenophbe
Wed 23/02/2005 18:25:47
Quote from: desimaui on Tue 22/02/2005 19:25:49
Quote from: jetxl on Tue 22/02/2005 13:05:45
Find the lens. It's outside in a wall.

And use the lens with?...

SPOILER:
Use it with microscope, you'll get the access codes..

END SPOILER:


By the way, as i noticed the subject of this thread is Xenophobe (or something misspeled :D) actualy i think one game with that name already exists and it is not my, my is callled Project Xenophobe... just to clear thing out  ;D
#557
is this manual different than one that comes with AGS ?
#558
yes my scripts are readable as hyrogliphs  ;D i noticed that too  ;D
#559
hhmm actualy if i press any (alphabet) key anytime in the game character freezes, but i can open GUI s.



EDIT: Nevermind, i found out what was wrong..

if (keycode==17)  GUIOn(2); PauseGame();            <-- i forgot to delete that pause game... hmm, but still strange that any key paused the game... :-*
#560
!!!!!!! EDIT: SOLVED !!!!!!!

ok i made custom GUI for QUIT window, i made that CTRL-Q opens it and if you CLICK quit game it quits, normaly, if you click cancel it goes back to the game, ok, and game works normaly, BUT if you hit any keyboard key while QUIT GUI is opened and than click cancel i cannot move character anymore, sometimes even CTRL-Q doesn't work anymore.. ?? Same problem is with SAVE and LOAD gui ...

here is code for GUIs (if it is enough ..:

Code: ags

 
//-------QUIT MENU----------------
if (interface == QUITM) {
  if (button == 0) {
    QuitGame(0);
  }
  if (button == 1) {
    GUIOff(2);
    UnPauseGame();
  }
  }



//--------START MENU BUTTONS ------------

if (interface == MENUBUTT) {
  if (button == 0) {
      GUIOn(4);
      Wait(20);
      GUIOn(5);
      Wait(23);
      GUIOff(5);
      GUIOn(6);
      Wait(20);
      GUIOff(3);
      GUIOff(4);
      GUIOff(5);
      GUIOff(6);
      GUIOff(7);
      NewRoom(4);
      
    }
  else if (button == 1)   // load game
      RestoreGameDialog();
    else if (button == 2)   // quit
      QuitGame(1);
}
//------------HUD-----------------

if ((interface == HUD)  && (IsGUIOn(2) ==0)){
  
if ((button == 1) && (IsGUIOn(9) ==0)) {
    GUIOn(9);
    }
    
else if ((button == 1) && (IsGUIOn(9) ==1)) {
    GUIOff(9);
  }
  
if (button == 6){
    GUIOn(0);
    }
    
    if (button == 7){
    GUIOn(1);
 }

    
 
 
  if ((button == 3) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
      game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
    if ((button == 4) && (game.top_inv_item > 0))
      game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
    }

   
//-----------RADIO HUD-----------------
   
if ((interface == HUDRADIO) && (IsGUIOn(2) ==0)) {
 
if (button == 0)  {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(0);     }

 if (button == 1) {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(1);     }

 if (button == 2) {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(2);     }
    
}

//-----------------------------------------------------

//	Restore game GUI
//-----------------------------------------------------
 if (interface == LOADA) {
    if (button ==2) GUIOff(LOADA); //cancel
    if (button ==1){ //click on listbox item
       int index = ListBoxGetSelected(LOADA,1);
       if (GetSaveSlotDescription(index+100,buffer)==1){ //if there is a savegame here
         GUIOff(LOADA);
         RestoreGameSlot(index+100); 
        }
       } 
 if (button == 3){ //scroll up
         if (GStopsaveitem<5) GStopsaveitem=0;
         else GStopsaveitem-=5;
      ListBoxSetTopItem(LOADA,1,GStopsaveitem);
      }
    if (button == 4 && GStopsaveitem<90) //scroll down
      GStopsaveitem+=5;
      ListBoxSetTopItem(LOADA,1,GStopsaveitem);
    }    

  
//-----------------------------------------------------

//	Save game GUI
//-----------------------------------------------------

 if (interface == SAVEA){
    int index=ListBoxGetSelected(SAVEA,1);
    if (button == 3){//cancel
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
    }
    if (button == 1){ //click on listbox
     int stbypos;
      StrFormat(buffer,"%d.",index+1);
      SetLabelText(SAVETEXTBOX,1,buffer);
      if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");//GetSaveSlotDescription(index+100,buffer);
      //else StrCopy(buffer,"");
     SetTextBoxText(SAVETEXTBOX,0,buffer);
     stbypos=28+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2)); //28 is set by trial-error. Deppends of the savegames listbox position
     if (index<9)  SetGUIObjectPosition(SAVETEXTBOX, 0, 12, 0);
     else SetGUIObjectPosition(SAVETEXTBOX, 0, 18, 0);     
     SetGUIPosition(SAVETEXTBOX,29,stbypos);// 29 is set by trial-error. Same as above.
     GUIOn(SAVETEXTBOX);
    }
    if (button == 2 && index>=0) { //save
      GetTextBoxText(SAVETEXTBOX,0,buffer);
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
      SaveGameSlot(index+100,buffer);
    } 
     if (button == 4){// scroll up
       GUIOff(SAVETEXTBOX);
       ListBoxSetSelected(SAVEA,1,-1);
         if (GStopsaveitem<5) GStopsaveitem=0;
         else GStopsaveitem-=5;
       ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
    }
    if (button == 5 && GStopsaveitem<90){ //scroll down
       GUIOff(SAVETEXTBOX);
       ListBoxSetSelected(SAVEA,1,-1);
       GStopsaveitem+=5;
       ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
    }
    
  }
 if (interface == SAVETEXTBOX){
    int index=ListBoxGetSelected(SAVEA,1);
    if (button == 0){
      GetTextBoxText(SAVETEXTBOX,0,buffer);
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
      SaveGameSlot(index+100,buffer);
    }
    if (IsButtonDown(RIGHT)) GUIOff(SAVETEXTBOX);  
 }
//-----------------------------------------------------



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