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Messages - TerranRich

#3021
MIRRORED:

http://www.harbinger-software.com/ags/ags_255.zip

Please add to whatever list there is! :P
#3022
So, how about some hi-res SCI fonts? I could really use some for my game! :D

I'll PAY you!  :o
#3023
Well, I hope you sort things out soon and return so we can have some hot cyber lovin' once again! ;) I know I'm going to miss you on IRC especially. :) Until later...
#3024


Here it is with some fog. This took over 2 hours to render! With a brand new 3D nVidia 32MB video card! :P

As for the mountains, if you looked at the scene from an alternate perspective, you'd see that the mountain is WAY too big in scale with teh shuttle and trees. And I did not intend to spell "the" that way just now. ;)
#3025
Quote from: Auhsor on Mon 26/05/2003 05:59:27
no it wasnt in the same directory. i didnt think it had to be. the readme file should be updated also. I'll check it out when i get home.

Meh. Didn't you read the website? :P Download version B, it comes without the transparency, whcih causes that error in certain systems for some unknown reason. And yes, I should update the documentation. But will I? STAY TUNED!!!
#3026
Well, all the terrain is too high for the fog to appear. I would have to find a suitable 3D object, then apply a fog volume texture to it, which would take hours to render. I'll do it post-render :)
#3027
Quote from: Neole on Mon 26/05/2003 06:49:07
The new ground looks great! Shuttle looks very unfomfortable though, off-balance.

Unfomfortable? Do you mean uncomfortable? If so, that's because it crashed...it's supposed to be off-balance and half lodged into the sand.

Hmm, well I tried adding fog to the scene but it wouldn't work. Does anyone know if it can be done in Paint Shop Pro, and if so, how? As for the jaggedness of the mountains, I'll fix that. :)
#3028
Quote from: SLaMgRInDeR on Sun 25/05/2003 20:29:11
i thonk it must be hovering as its shadow is not joined to its edge on any sides.
(   (   ( <( -_-)> )   )   )

Actually, the bottom front of the shuttle curves down, and it's really touching the ground.  ::) :P

Here is a new version of the room:



This time I made the flat terrain not so flat, got rid of some trees and changes others, and gave the shuttle a more realistic tilt to it, to make it look like it had crash-landed, which it has. :)

Whadda ya think?
#3029
i've been here well over a year and have never posted anything in this forum...until now.

I have started designing rooms for Chapter 2 of my game, and I've done one room so far.



Forget for a minute that all the trees look identical. That will be fixed shortly. It was just a temporary thing to plan the scene out. It is obviously at twilight, as I wanted it to be dark, but still enough for the player to be able to see things. By the time the player walks out into the urban area of this world, it will be fully night. I am also going to try to make the mountain texture match with the ground texture. They are technically the same texture, but the slopes in altitude in the terrain causes darker colors to appear. I'm going to have to find a better texture than that. :)

What do you guys think? Anything I could add/change/remove? Hmmmmm??? :P
#3030
Auhsor:  Did you unzip DeskRog to the same folder as the older one(s)? If not, it will not find the data file where it keeps your user name. And the names you then choose might already be taken. If you want,  I can erase your name manually from the online list so you can sign on with it again. if you still get this problem though, let me know so I can see what might be the problem.

James:  Thanks, but I'm going to use an installer, like InnoSoft (?) in the near future. :)
#3031
Critics' Lounge / Re:Campfire night scene
Sat 24/05/2003 02:57:36
Will the fire be animated? If not, it should be.

Also, like BOYD1981 mentioned in #ags, other objects, like the tent, need to be slightly brighter, even in the bottom picture. And what about stars? A moon?

Otherwise, it's very good. :)
#3032
Okay, I hath updated teh Desktop Roger! See teh main site for full updates listing.

It's VERSION 0.6!!! ;D

Download it! NOW!
#3033
Well, that's a lot harder than you'd think, with AGS. With those GUIs, it was a text parser and the mouse was used to walk and click on drop-down menus. The text parser you can learn from the manual. It needs some scripting, which gets complicated, but it's possible. The walking is quite easy when it comes to the mouse. But with the keyboard movements, there are a few threads around here that refer to keyboard walking. And as for the drop-down menus, I'm not so sure how to do those in AGS.

:)
#3034
Andail: No, it's much like Space Quest VI and the movie billboard that changed everytime you'd enter the screen. Except this will be the type of billboard that you'd see on a highway or a regular street, like at http://www.dribbleglass.com/subpages/strange/pictures.htm. :)
#3035
If you laughed at it, you're not insane...you're retarded.

:P
#3036
Hehe, thanks guys! A lot of these are pretty funny. I'm going to use some of them for my game. If you see your idea there, congrats! And watch for yer name in the credits. Eh, big deal... :P
#3037
Ooh! i could make a program that would let you select a font, then store the important characters into bitmap files. Sorry if this is starting to spam the board. Thanks for everybody's help! :D
#3038
Meh. You deserve this...

* terranRICH bitch slaps scotch.

8)

Anyway, that doesn't look much like Roger. Bah, can't wait for more of your French Invasion komaks starring some AGSers.  ::) :)
#3039
Thank you very much. One last thing. The only program I know of to create SCi fonts is SCI Studio. Any others? Or is that my best bet?
#3040
I was pondering this just now. I'm not too familiar with fonts in AGS and high resolutions. If I wanted to draw my own non-TTF fonts (I need outlines), but use them in hi-res,  would I simply draw them twice as large?

I was really at a loss as to where to post this. it's not really technical, but not exactly General either.  ;D
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