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Messages - Sektor 13

#561
Actually code belongs to  "releasethefrogs" he posted it, i was just using it,..

As for you code, Ashen, it works perfectly and its shorter, thank you..
#562
hmm it works normal with character, but not with hotspot, a removed ...((overhotspot == 0) &&... from the code, and the clicks are normal, but character would't walk ! ?
#563
this kind of left and right mous click is awesome, there is just one problem, sometimes when you click on hotspot nothing happens, that can be several clicks until go you get desired action, and that is not very good  >:( is there any better solution?
#564
what about this ..?

#565
Critics' Lounge / 4 different GUIs to judge
Sun 20/02/2005 12:20:13
Hi, which of the 4 GUIs seems to be best !??

#566
thanx sharky i repainted my pic.


here is my first background, no completed...

#567
Hey thanks for the great reply.

Yes i thought so too,.. about 16-bit is fixed, but hopped that import exact pallete for backgrounds can change this.  Hmm well i will live  ;D i guess

But it would be fine if there could be mode with 512 or 1024 colors, you could have custom palette and enought colors to make realy nice games, nicer than 16-bit..
#568
no i wish to have game in 16-bit,, i did that and reimportet backgrounds, they were only 3, sp np biggie, but still bugs me why is that background(who doesn't have more than 170 colors anyways) in low colors, i reimported all in 16bit, but still they look very "low colored"
#569
hmm first, i cannot find any "remap colors to game palette" (not in options or when importing sprite, i have just box with "import as 640.."), second, i found out that my color mode was 32 -bit?? WTF? Hmm well GUI was ever the same (greenish) as my room was good, but when i turned back to 16-bit and reimported background as "exact palette" it is still a bit strange, background has 10 500 colors, as 16-bit is aprox. 65 500, so it should have enough slots for my background to stay the same... hmm i think it is time to download new AGS :D

EDIT: AAha, you can only check those box if you are in 256 color mode....

EDIT 2 :

Ok a DL AGS 2.62 it is the same,...

Look at this:

When i move from SETTING to AREAS (sidebar) the picture changes to less colors (like in game)..

" look at the stargates, gray ring becomes a bit low color...

SETTINGS:


AREAS:



#570
hey thabks, i have 2.61, i will search for that option...
#571
heh, After restarting computer and AGS this works as it should, background is ok now (i tried with PCX and BMP). But i have another problem, you can import background to use exact palette (that work most of the times :D ) thats ok, but what about the GUI (in game graphics..). If i import gui , it is slightly different in game, some gray areas become slight greenish and purple, as i don't see any import with exact palette for sprites, what can i do? I tried GUI with 256 Colors and 16-bit one, same....
#572
yes i selected 16-bit, is there anything else i must "check" ?
#573
In 16-bit you cannot set any palette. i tried exact palette import (or something similiar, second background import option..) and it doesnt work... i think it s a bug..
#574
Ok, i tried to make 256 color game, but as palette import doesn't work correctly and all other restrictions a switched to 16-bit.

But.. 1. If i import picture (background) with 255 colors, (pcx - with paint shop pro 9), editor says ther is too much colors and some parts of background become gray (brr ugly), so a reducel colors to 200, and same thing happened, so i went to Photoshop and reduce colors to 200 and save to PCX, editor says again that there are too much colors, but actually changes some other parts to different gray... This is strange as color mode is set to 16-bit, if i change it to 32 bit the same thing happens.... I saved same background to 170 colors and it works fine.. :S ?? (if i save background (in PSP)) to 32 bit pcx image, it is the same effect in game, gray colors.....
#575
I will try different tint and see if it is better, as for moving wheel, i will try to make it spin, but there is one small problem, lower part of cheverons (that part, that moves in movie) is thes same lenght as upper, if you watch close, but i will try to do sometnihg..  :D
#576
menu, not final, just experimenting..

#577
Quote from: Hollister Man on Fri 11/02/2005 23:10:40
I don't think Teal'c's face is right in that last one, speaking as one of the series' best fans IMO.  The eyes seem too small.  Its nice work, but all the characters seem to be too 'narrow', so to  speak.  The faces seem squashed a little.  Daniel is great though.

Of course, watch out, MGM has shut down SG1 fangames before (a mod for Half Life).

I agreed before that Sam seemed too boyish, she really does have a nice rack (chest in case you didn't know)

Yes i know, she is to boyish, i will try to fix her.

Well Teal'c eye are small :D as his face is very big , i can use more shadowing to remove squish effect...
#578
Teal'c....


#579
Daniel...

#580
i will try do make Daniel and Tealc tommorow...
Quote from: Ozwalled on Thu 10/02/2005 06:31:37
Can't say I watch any of the Stargate series (very much enjoyed the movie, though), but if you're putting this much work into making this stuff look good, maybe it might be worth considering making a more serious fangame based on the series, possibly as a seperate project. The graphics just seem pretty well-done, and using them soley for a parody almost seems a shame, IMO.

yes i am thinking of that, maybe a will make more "real", but keep humor that is in series...
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