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Messages - ThreeOhFour

#401
Quote from: Crimson Wizard on Sat 18/10/2014 22:41:11
Strangely, I also recall having "Copy coordinates to clipboard" command. Maybe it was some custom Editor version, like Draconian one? :-\

This used to be the default right-click functionality in the room editor, then it was moved to being middle click.
#402
AGS Games in Production / Re: Owl Hunt
Sat 18/10/2014 09:42:26
SO CAN CEDRIC. :=
#403
Glad I could help. :smiley:

It shouldn't be too hard to add support for multiple speaking views, you can check it with player.SpeechView and work from there.

Also, I just realized this may be happening in multiple rooms. If so, you can use this code in the globalscript instead, without having to change anything.
#404
Instead of calling the animations at the same time, you can have AGS automatically get the exact frame that the player is on each game loop and change the reflection's sprite to that. If you have both characters view set up the same way (which is what it sounds like you've done) then you can do:

Code: ags

function repeatedly_execute_always()
{
  if (player.Speaking)
  {
    cReflect.ChangeView(Put here the speaking view of the reflection);
  }
  else cReflect.ChangeView(Put here the normal view of the reflection);
  cReflect.Loop = player.Loop;
  cReflect.Frame = player.Frame;
}


This code can go directly in that room's script. You can quite easily use a dynamic sprite instead, of course, but if you've got this already set up then this seems the easiest way to me.

#405
AGS Games in Production / Re: Owl Hunt
Sat 18/10/2014 01:57:25
:cheesy:
#406
One thing to be aware of is that Windows 7 sometimes doesn't play nicely with the DirectDraw driver AGS uses. It seems completely random whether it works or not, perhaps having to do with the hardware being used, but if you do run into the issue, you can easily solve if by changing your graphics driver settings in Winsetupt (or in game settings for your own projects) from DirectDraw 5 to Direct3D 9.

There is apparently a fix for this, but I've never tried it, so I'm unsure about it. I've never had a problem on any Win7 machines myself, but I know others who have.
#407
Quote from: Armageddon on Sat 04/10/2014 23:56:42
Good podcast for me. I just finished my first game recently and I'm having trouble starting something new. Now that I know the time commitment and how unhappy I am with my skills and the finished product. I'm just not sure if it's worth it, I have game ideas but they are more ambitious and I'm haaving a hard time developing my skills and becoming more confident. So I just sit around and do nothing. And then I feel bad for not doing anything so I get anxious and I can't think of what to do when I get anxious and it's just digging a hole. :(
I think my problem is I don't want to do something small/inconsequential. I want something that has a point to it/a vision.

I would say this is the hard part of being a new developer, when your ambition outweighs your ability, but in my experience that really doesn't go away. I still have more ambition than I do skill, and I have to keep that in check all the time, and tell myself to work within acceptable limits, even if it's just a game I'm being paid to do art for. Finding the balance is both hard and necessary, but working within those self-imposed limits can often be a good thing, and force you to make things good in more creative ways than just pure skill. Or something.

Quote from: Fitz on Fri 10/10/2014 20:48:55
So I'm sitting and waiting for an e-ink typewriter.

I want this. :cheesy:
#408
Woah, ambitious. It looks so much better than the official LucasArts Secret of Monkey Island remake. :=
#409
This looks very cool! Good luck with it.
#410
AGS Games in Production / Re: Technobabylon
Thu 21/08/2014 15:21:27
I finished the graphics for the last section of this today. It was a very cool project to work on - thanks to everyone for their support and encouraging words, and I hope you all enjoy it when it's out! :cheesy:
#411
Start from the first playable scene, get the skeleton of the game done and playable, then polish up stuff while people test the playable, rough bits and tell you which bits suck before you waste time polishing bits that suck.

DONE!
#412
Quote from: Gribbler on Tue 12/08/2014 19:15:55
Who said it's gonna be point & click adventure game? :) Look who's making it.

To be fair, King's Quest 8 was made by Sierra - including Roberta working on the design - and wasn't a point and click adventure either.
#413
AGS Games in Production / Re: Technobabylon
Sat 09/08/2014 04:42:24
Nice work Nathan. ^_^
#414
Nice! I'm curious to see how you implemented this, it was an interesting thing to code when I did it for The Reaper and presented some strange challenges when I was trying to distort things (I had some weird issues when I moved the viewport, which is why in The Reaper it had a weird offset, if I remember right).

I haven't touched my own version of this code for a long time - I remember trying to take it further in complexity but having weird issues with color_transparent which prevented me from doing everything I wanted to with it. Cool to see someone else putting it into usable form!
#415
Hopefully it's so contagious that I get to hear Vince trying to replicate it at some point. :cheesy::cheesy:
#416
It's so nice to feel loved. ^__^
#417
AGS Games in Production / Re: Technobabylon
Fri 11/07/2014 03:40:39
Quote from: BLACKBEARD on Wed 09/07/2014 22:49:05
"BEN CHANDLER UP IN HEEERRREEE" :cheesy: oh yah (nod)

REPRESENT := :cool:
#418
This looks fantastic!
#419
Thanks Arjon. :cheesy:
#420
I now work for Dave full time, so that is extremely likely (thank you). :cheesy:
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