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Messages - TheJBurger

#341
Wow, this already looks super awesome. Good luck, and I hope you finish it.
#342
She inserted the key into the lock, heard the mechanical click, and leaned into the door.
"Howard, I'm home!" She perked.
Howard came running to the door and jumped onto her.
“Ow!  No, get off!” She smiled.  “Okay, okay, I missed you too.”  She glanced at the clock.  Five pm.
“Okay, okay, I'll feed you.”
#343
Sorry to bump - but I think what I have to say is relevant.

I used Sparky's method for importing masks in AGS 2.72 and imported them as .pcx files. It worked fine.

In AGS 3.0 however, .pcx files are obsolete so I switched to .png. However, my current walkbehind masks (.png files) aren't importing correctly from Photoshop, and they are giving me that same error in the first post about "Invalid colors were found..." Then I looked up in the manual and saw this:
Quote from: 'AGS MANUAL'
AGS has the ability to import an external BMP or PCX file to use as the walkable-area, hotspot or walk-behind area mask
So, does that rule out all other file extensions? Anyway, I saved the file as .bmp, .pcx, .tga, and .png and tried to import the mask, with still none of them working. .pcx and .tga gave me different errors about invalid parameters.

I opened up AGS 2.72 and tried to import the same masks and they all failed with the same errors, except the *.pcx masks worked. That same file did NOT import in 3.0, but did import in 2.72. Am I doing something stupid or is importing masks broken?
#345
Quote from: KhrisMUC on Wed 30/01/2008 18:04:05
Did you change the inventory GUI visibility to "Normal" instead of "Popup modal"?

Thank you, that did it. However, is there any way to have that GUI on and have the game paused?
#346
I think I fixed it.

Here's the code I used.
Code: ags

 sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
  surface = sprite.GetDrawingSurface();
  surface.DrawingColor = 10434;
  int shot2x=Random(11);
  int shot2y=Random(39);
  if (Object.GetAtScreenXY(shot2x+oTarget1.X-GetViewportX(), shot2y+oTarget1.Y-39) == oTarget1) {
  surface.DrawPixel(0+shot2x, 0+shot2y); // draw a pixel bullet hole.
 // Display("hit!"); // check if it works. it does.
}

I just stopped using Display and that also stopped the blue cup nonsense. The bullet holes appear fine.

On a completely different related note, I have another problem.

I'm trying to make a 7Days-esque verb coin, and I got it working so far, but the inventory is not working for me. I tried different stuff but I can't get it to work. I have "Handle Inventory Clicks" enabled.
Code: ags

 else if (button == eMouseLeftInv) {
    InventoryItem*ia=inventory[game.inv_activated]; // use inventory
    player.ActiveInventory=ia;
    ProcessClick(mousex, mousey, eModeUseinv); // mousex, mousey are the coordinates of the previous mous click.
  }
  else if (button == eMouseRightInv) {
    inventory[game.inv_activated].RunInteraction(eModeLookat);
    }


I checked the "`" console to see what was going on and all it says is "Mouse Click Over GUI 5."
#347
Quote from: KhrisMUC on Tue 29/01/2008 01:42:54
TheJBurger, you need to use a global DynamicSprite. Declare it outside the on_key_press function. Right now, AGS gets rid of the DynamicSprite as soon as on_key_press finishes because it's local to the function, resulting in the blue cup showing as the target's sprite.

Mmm... I declared my two Drawing functions at the top of my room script:
Code: ags

DynamicSprite *sprite; 
DrawingSurface *surface;


I changed the old code to this:
Code: ags

if (Object.GetAtScreenXY(shotx, shoty) == oTarget1) { // if random coordinates are on target.
  // code here
  sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
  surface = sprite.GetDrawingSurface();
  surface.DrawingColor = 8322;
  surface.DrawPixel(shotx, shoty); // draw a pixel bullet hole.
  Display("hit!"); // check if it works. it does.
  surface.Release();
  oTarget1.Graphic = sprite.Graphic; // turns into a blue cup instead of a bullet induced target.
  }


The first time it runs, the blue cup doesn't appear, but neither does the bullet hole. The second time the script is run, the blue cup appears right before "hit!" and disappears right after it, with still no change in the target.
#348
Ok, so here's the deal:
You press space to shoot at a target. I want there to be a random bullet hole placed on the target after firing. Here is my code so far:
Code: ags

// press space to fire
 else if (keycode == 32 && position == 1) { // space to shoot when out of cover
  player.LockView(6); // gun shoot
  player.Animate(0, 5, eOnce, eBlock, eForwards); // fire!
  breath=0; // kill breath.
  sldrShift.Value=breath;
  btnFlash.NormalGraphic=22;
  if (headshot == 0) 
  { // not charging.
  //int shotx=oTarget1.X+Random(11);
  //int shoty=oTarget1.Y-Random(39);

   int shotx=oTarget1.X-GetViewportX()+Random(11); // coordinates for bullet
   int shoty=oTarget1.Y-GetViewportY()-Random(39); // width and height of sprite
  if (Object.GetAtScreenXY(shotx, shoty) == oTarget1) { // if random coordinates are on target.
  // code here
  DynamicSprite *sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
  DrawingSurface *surface = sprite.GetDrawingSurface();
  surface.DrawingColor = 8322;
  surface.DrawPixel(shotx, shoty); // draw a pixel bullet hole.
  Display("hit!"); // check if it works. it does.
  surface.Release();
  oTarget1.Graphic = sprite.Graphic; // turns into a blue cup instead of a bullet induced target.
  }
}


shotx, and shoty will store the coordinates of the bullet I will draw. The image of the target is 11 x 39. This is a scrolling room so I went out on a limb to use getviewportx() and Y to set the object's position straight. I wasn't sure about this since I didn't know if Object.GetAtScreenXY was taking screen or room coordinates, and the same for Object.X. Either way, the code works since I got "hit!" to display.

My problem is that I don't know how to get RawDraw working on the target to create the bullet hole. I tried using rawdraw on the background, but that didn't appear to work and I thought it was because the object was covering it up. So, I tried to create a dynamic sprite to do the work but now it just turns my object into a blue cup.
#349
I have to say, I'm surprised Art of Theft was not mentioned at all in Best Animation, Sound, or Music.
#350
Just a quick question:

In the old editor I used *.pcx files for everything, but that appears to be obsolete now? Would *.png be the preferred extension of choice?
#351
What I do sometimes (for long, and I guess short games too):

- Don't try to make every background perfect. You'll just get bogged down by 1 art asset. Make quick sketches that have all the functionality you need, and then use those for every room. Then you can come back to them later and polish them.
- Same with sprites for me. Just create a base sprite only, and use that. Forget about walkcycles and talking animations. A second up-side to this is that you can spot flaws in your base sprite over time, instead of creating all of his animations immediately, which you would then have to change later.
#352
I don't know what the current Demo Game is, but I've played 2 versions of it:

1- (the original?) you play as the guy in blue shorts and must get into the building where there is a ramp going out into space.
2- same as above, except the building is really the AGS factory, showcasing all of AGS's features.

I really liked the second one, and when I played it, it was a WIP. I think that the demo game should be just like #2--a factory that showcases all of AGS's features, so then the player can exit and look in the editor of how to do each one.
#353
In no particular order:

- Auriond (Blind Woman): A nice, touching end.
- Vince Twelve (Airship): Funny because it's true.
- Khrismuc (The Shotgun): Unexpected, and actually managed to spawn spin-off stories.
- Fsi (Goodbye): Just because it's so sick.
- Pixel Perfect (Accident): I liked the ending.
#354
General Discussion / Re: Heath Ledger is dead.
Wed 23/01/2008 01:19:34
Yes, I just found out about this too. It was very shocking and unexpected.

I wonder how this will affect the new Batman movie. Maybe his last performance will become a thing of legend.
#355
Live-action re-enactment of Garfield cartoon, showing exactly how hilarious Garfield is:
http://youtube.com/watch?v=yELOiYgR2aI
#356
Awesome demo, Dave. It's easily my most favorite out of the three Blackwell demos you've released so far. Everything in it was great. I do however have to agree about the other character sprites being in a different style.
#357
Exactly 55 words.  :D


Is suicide painless?  I gaze down hundreds of feet at the boding, murky waters.  Nobody understood me.  Nobody liked me.  Now they all would know.  They would remember me.  I stepped up onto the railing of the bridge.  What would I feel as I jumped?  Relief?  My “friends” called me indecisive.  I'll show them.

Regret.


Fin.
#358
Quote from: monkey_05_06 on Wed 16/01/2008 06:53:00
No offense JBurger, but your entry looks very much like a quick paintover. I'm not trying to accuse you and if you say you didn't then that will be that. Just my opinion.

No, it's not a paintover, but I tried to match the original as closely as possible. If you match the two up I think you should be able to spot some differences, most notably with the back legs and the ears.
#359
Quote from: blowie on Tue 15/01/2008 04:07:09
Yo, bitches!

If you know what's good for you, you'll nominate The Crackwell Legacy for the P3N1S Award!
- Blowie the Ghost


I would, but that award has been canceled this year.
#360
For your consideration: La Croix Pan



  • It copies Automation and World War II shooters (Best Gameplay)
  • It has pixel backgrounds (Best Background Art)
  • Featuring tons of animations for two different types of characters (Best Animation)
  • Featuring a sniper sequence with hit detection on 4 body parts, rudimentary AI, action sequences, and more. (Best Programming)
  • On the audio front, you can hear war ambiance throughout the game (explosions in the distance, booms), gun sound effects, and changing footsteps depending on the surface you are walking on. (Best Use of Sound)
  • This game is short. (Best Short Game)
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