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Messages - SpacePaw

#21
Critics' Lounge / Re: background try 1/5
Thu 17/06/2010 22:55:15
Save it as png and repost :) other then that it looks alright so far (cant say completely though as it's all blurred due to compression)
#22



Just few minutes of editing - don't be afraid of adding shadows deeper or you'll end up pillow shadowing, also don't be afraid of higher contrast (most of the colors in your sprite aren't visible because they are too similiar to other ones). Try to draw your sprites on solid grey background instead of white and you'll have better, less saturated results.
#23
Critics' Lounge / Car front intro scene help?
Thu 17/06/2010 22:08:23
Hello everybody! I decided to help someone with game graphics but I stumbled upon small problem right away :) I'm making an intro scene with a car viewed from front (1960's bentley s2) and I could use some perspective suggestions. Never did intro stuff with such closeups and I'm not sure how to do the road perspective right. This should be a road running through a forest so if anyone can show me where the road should end or trees should be visible I'd be grateful :)

#24
General Discussion / Re: Sleep is death
Tue 15/06/2010 20:21:44
Quote from: Ascovel on Tue 15/06/2010 19:31:47
The problem is I much prefer making my own games for other people to play than playing a game about in which you create a story for another player.

Well you dont get to make the game mechanics and animations but it's still lots of fun :)
#25
General Discussion / Sleep is death
Tue 15/06/2010 19:23:15
I searched the forum but had no results - I'm shocked that no one ever mentioned this "game" :)
Just to let you know about "Sleep Is Death" amazing awesomeness:
http://www.sleepisdeath.net/

It's like a storytelling game :) one player is a "game master", creates and manages a world and the other player plays through the story. All with nice pixel graphics (quality depends only on people who make new sprites! Meaning you can do your own stuff or use premade ones!)

I'm not sure if you guys will like it but this thing stole my heart right away :) Anyone playing it maybe?
#26
Besides is there this sort of css code for opera? I know it displays most images not-blured but there are some exceptions sometimes...
#27
Quote from: Jim Reed on Sun 13/06/2010 09:16:02


Here, I finished it. =)

I like the original version better :) this one sort of reminds me more of a rat/mouse than the cat...maybe because of the tail? And it's less cartoony too :)
But really good contrast on this one though :)
#28
Quote from: Wyz on Mon 14/06/2010 19:01:28
Make sure every loop in the walk view has at least two frames, just duplicate the first frames if you need to.
I hope that helps you. :)

Thanks! It works now! I had separate 1 frame view for turning :) it solved it! You rock!
#29
Quote from: adm244 on Mon 14/06/2010 18:25:45
SpacePaw, You did't try to go simple path?
Simply having substituted the sprite of the character when it is necessary to turn it :)

Unfortunately the character actually needs to rotate himself from current position to new one. Simple swap won't work here.
#30
Quote from: Khris on Mon 14/06/2010 18:10:12
The only reason I can think of: I believe a character can only face directions they can walk in. Is the character on a walkable area?

Well yes he is...on the very edge of it. I tried all possible face directions and he can face all except the diagonals (even the ones facing the way he came from)
#31
Hello,
I have no idea why I can't get the character to face diagonal directions with FaceDirection :/ He always ends up looking up/down/left/right
Code: ags

function FaceDirection (this Character*, Directions direction, BlockingStyle block)
{
  if (direction == eUp)
  {
    this.FaceLocation(this.x, this.y-1, block);
  }
  else if (direction == eDown)
  {
    this.FaceLocation(this.x, this.y+1, block);
  }
    else if (direction == eLeft)
  {
    this.FaceLocation(this.x-1, this.y, block);
  }
    else if (direction == eRight)
  {
    this.FaceLocation(this.x+1, this.y, block);
  }
    else if (direction == eUpLeft)
  {
    this.FaceLocation(this.x-1, this.y-1, block);
  }
    else if (direction == eUpRight)
  {
    this.FaceLocation(this.x+1, this.y-1, block);
  }
    else if (direction == eDownLeft)
  {
    this.FaceLocation(this.x-1, this.y+1, block);
  }
    else if (direction == eDownRight)
  {
    this.FaceLocation(this.x+1, this.y+1, block);
  }
}


Here's the function code...I tried increasing 1 to 50 thinking that maybe engine got confused by small values but it didn't help. Suggestions?
#32
This may have been mentioned before but it should be really easy to change:

Make custom properties editable through the script. It would give GREAT possibilities when it comes to extending characters, objects, hotspots etc.
#33
Show me an ags game...no wait...any adventure game THAT large...
#34
Quote from: tolworthy on Fri 26/03/2010 13:30:29
Making games withour RunAGSGame would be like living in a  room without any doors. For me it's the backbone of AGS.

Nah, AGS has lots of possibilities even without it :) I wouldn't call it a backbone for sure
#35
Quote from: ProgZmax on Fri 26/03/2010 08:06:08
I'd happily use RunAGSGame() if there was a way to mark data to return to the previous game for use (like for keeping high score tables and separate savegames for marking progress).

Isn't there? You can write a text file while running the other game and read it in later, then delete it...
#36
Quote from: monkey_05_06 on Mon 22/03/2010 22:45:55
Well you could just use the noloopcheck keyword such as:

Didn't know it existed? LOL. That's fun! Thanks monkey :) We'll see if it's too slow

Quote from: Pumaman on Mon 22/03/2010 23:00:15
What do you mean by "corrupt"? Do you want to check if the player has tried to hack it, or are you just concerned with data integrity? It's very unlikely that their files would be corrupt.

Both hacks and integrity. It's highly unlikely but still possible right? :)
#37
Blah totally forgot about the loop count problem :/ so I'll need to do a separate app and a batch file after all.. *sigh* pity
#38
Quote from: Calin Leafshade on Mon 22/03/2010 20:11:39
you dont really need the structure.. you could just use a hash algorithm on save and then check it again before load.

briliant :) I hope I can do that in AGS though. Never tried that before. Sometimes you just bounce of the walls while scripting XD

Edit: Anyways, great solution! Thanks! I bet I can do that in ags anyway X3 so thank you! great help!
#39
Quote from: subspark on Mon 22/03/2010 13:05:11
Its quite inconsistent and particuarily frustrating if your commonly relying on objects for effects.
YOU DARE TO MOCK THE GREAT VEGETA?!

...Sorry I couldn't resist. Buy yeah it's a bit inconsistent but it's not SO annoying to do that the way it is right now. Belive me :) There are much more annoying repetitive things :)

However it would be nice to have those anyway for simplicity sake..
#40
Hey people. I have a question about the save files structure. Is there any specification of how it is composed available? I want to implement a way of checking if the file is corrupt before loading it.
If anyone figured a workaround some time ago I would be also happy to know how did he/she do that :)
Cheers!
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