Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sslaxx

#561
Quote from: Khris on Sat 19/06/2010 16:05:29
What's keeping you from grabbing a screenshot and loading it into a paint program?
Wrong forum, btw.
Well, it's a 256-colour game, yes? A screenshot would be at the colour depth he's running his OS at.
#562
Quote from: straydogstrut on Sat 19/06/2010 13:49:26
It's obviously just me then, but I find the original post highly offensive.

Rap or not, it is clearly hate speech and discriminates against various peoples on the grounds of sexuality and gender, amongst others. I don't appreciate seeing abuse of this kind on an otherwise friendly forum (especially one where the minimum age is 16!). At the very least, it violates the first two golden rules.

I have already asked for this to be removed, but I will leave it up to the mods to decide if this is necessary. I am simply putting my opinion on public record.
Well, it might not be just you, but it's so badly written it's just not possible to take it seriously.

And Icey... well, if it is not you, nor mog.net, then who is it? I do note you don't say you don't know them... and indirect drama is just as bad as direct drama, you know.
#563
Quote from: Tuomas on Sat 19/06/2010 11:21:17
I'd love hear microsoft sam rapping this over a beat :)
The robot from ! maychance? Though the guy who did Count Cu... sorry, Can't, would be fun too!
#564
AGS Games in Production / Re: A Raindog Story
Sat 19/06/2010 12:28:35
Ooh, photo-realistic backdrops (or are those photos?)! It's looking pretty promising so far. Good luck with this one!
#565
You know, just calling them "RC" instead of "Final" sounds better.
#566
Waiting for actual release now. Going to reinstall Lazarus, too.
#567
Quote from: Edmundito on Sat 05/06/2010 19:26:19
There isn't tween support for the newer features of AGS 3.2 yet. I know there's some new features that could probably be tweenable but I haven't had a chance to look at it. Let me know if you'd like to see any of these features available in 1.3.
3.2's changed music system also results in an error message when I imported Tween 1.2 into an AGS 3.2 project.

Quote from: AGS 3.2.0 Final 5Tween.asc(282): Error (line 282): Undefined token 'SetMusicMasterVolume'
Quote from: Tween.asc line 282SetMusicMasterVolume(Lerp(this.fromX, this.toX, amount));

Doesn't seem hard to fix it up, just onerous (if you don't want to change the relevant backwards compatibility option).
#568
Quote from: Cogliostro on Thu 10/06/2010 22:25:11

I wnet nuts triyng ot track down a program that can create FLIC files

The newer version of this Fast Movie Processor is called :  VideoMach 2.3.3

CNET has it available for download: http://download.cnet.com/VideoMach/3000-2194_4-10379917.html

- Cogliostro
Ummm, that's thread necromancy right there...
#569
Picked up another unwilling assistant on the way, did he? Heh! Looking good.
#570
The only weapon which could kill Lord British (never mind the bronze plate above the throne room door!). Fun times with that.
#571
Think I have Lazarus around somewhere... sounds like it might be time to crack out my copy of Dungeon Siege again (I brought it solely to play U5!).
#572
Quote from: Pumaman on Tue 08/06/2010 22:06:04
First of all, thanks for spotting a reliable way to reproduce that "XmlException: An error occurred while parsing EntityName" crash. I've had quite a few Error Reports submitted but not managed to reproduce it until now -- I'll fix it.

As for Character.Tint, you can't use it to lighten the character, only re-colour and darken it.

The Light Level is a separate option which can brighten the character but doesn't support colour tinting.
So the effects aren't cumulative?
#573
Quote from: GarageGothic on Mon 07/06/2010 14:25:49
Edit: Bah, got so wrapped up in my bitching that I forgot to mention that I've been playing Puzzle Bots lately and I think it's a wonderful example of how a short game can become the prototype/proof-of-concept for a full length game.
You mean Nanobots, surely?
#574
Quote from: abstauber on Mon 07/06/2010 13:26:57
Problem solved?

new to this,transfred from ags
Oh, those poor people. Think somebody should warn them?

And from the posting page (with emphasis):
Quote from: posting pageThree golden rules:
1. Is your post interesting, helpful or funny? If not, don't post it.
2. Post in a mature manner. Remember, the minimum age here is 16 - if you're unable to act that age, don't post.
3. If you're not a moderator, don't pretend to be one. If a thread needs to be moved or locked, the moderators will deal with it.
#575
Quote from: Dualnames on Sun 06/06/2010 22:54:54
Okay, guys fixed. Re-uploading in a couple of hours. I did a workaround.
What thing(s) have been fixed?
#576
It's not bad for what it is. Not really sure I'd call it an adventure game though, really. But it's an amusing little diversion. Hopefully, if they make more of these, they'll take on board what works and what doesn't.
#577
Quote from: Calin Leafshade on Mon 31/05/2010 19:36:00
I agree with Alan.. although I phrase my agreement in a less aggressive fashion.
Have either of you thought there might be other (possibly commercial-related) reasons to retain compatibility?
#579
Quote from: jamesreg on Tue 01/06/2010 17:10:27
Hello.

I need to move a NPC character to multiple coordinate locations.

I need him to move to location A then B then C and so on and so forth.

But I do not want the script to be blocked as I want the player character to be doing stuff as the NPC is moving around.

So i cant use walk or move with a blocking feature.

I thought about using an int and with each number added having it to tell it to then go to the new location but I cant do that without blocking eighter.

Whats the best way to script it so the NPC moves around to all these multiple locations and does not block script.
Is there a reason you can't use eNoBlock?
#580
Quote from: Pumaman on Mon 31/05/2010 18:55:09
QuoteI know Graphical Variables are an old concept. However when compiling a game from 2.72 to 3.xx, AGS manages to convert all of them into IntVar_ecc. Which is great, except for those

SetGraphicalVariable("NAME");
or GetGraphicalVariable("NAME");

Ah ok. Yeah, it would be nice for that to happen automatically, but there are so few 2.x games that use GRaphical Variables at this point that it's probably not worth the hassle now.

QuoteOn a serious note, just release as is.  And work on all the next bugs and features for the next release IMO.

Yes, this is my plan. However, there's still an issue with backwards compatiblity with the audio system that I need to investigate; I don't want to release a Final version that has a regression and breaks old games that are still using the old audio commands.
Any ETA on how long it'll take you to stamp out the regression?
SMF spam blocked by CleanTalk