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Messages - Trapezoid

#121
Monkey, me and my girlfriend are atheists, but we want to marry one another. It's not a religious union to us, but a symbolic and cultural one with deep emotional importance, and we would do it even if it had no legal effects.

Do you think we're lying?
#122
Quote from: monkey_05_06 on Tue 04/06/2013 07:39:04Why would atheists get married? Lol, tax breaks. At least religion validates the otherwise meaningless ceremony. (I'm sure this will be sufficiently inflamatory.)
I stopped right here.

You don't understand humans.


edit: Oh jeez, there's another page.
#123
To me, his answers seemed to be a bit of flimsy faux-logic masking a more deeply-rooted internal reasoning (he's religious), which he must know would come across as very ugly in the public eye. So he's smart enough not to go blathering about how God Hates Fags, but too prideful not to spout off some smug reasoning that just happens to support his emotional objection to gay marriage. Anti-gay-marriage arguments have been deconstructed so many times over, I no longer see them as anything other than obfuscation, and making a lame restroom analogy is bottom-of-the-barrel obfuscation. Tell us how you really feel, Doug.

That said, whether this is relevant to you as a consumer of his art seems to be up in the air. I don't think anyone can actually control their ability to separate art from artist, and it probably varies wildly depending on the art and artist.
#124
If it's relevant to anyone's support, Doug Tennapel is kind of a shit. Not quite Orson Scott Card levels of gross, but worth pointing out.

(Mod Note: This topic was split from here)
#125
What version? In the PC MI2, Guybrush's walking animations are not headless, he just keeps his mouth shut any time he's walking.

#126
I don't think so. It just resumes the talking animation once you stop walking.
#127
Quote from: Khris on Wed 29/05/2013 23:42:33
Mati:
Scumm supported talking while walking.
Nah, in FOA if you walk while a line's being spoken, it just uses the normal walking animation. The headless stuff is just for gestures during conversations.
#128
Quote from: Baron on Sat 25/05/2013 04:16:24
Quote from: Anian on Fri 24/05/2013 12:46:21
You know I'll give ya the plausibility of all Indy movie main plots being equally low, BUT the main premise is nothing compared to individual events that pile up stupidity, like the monkeys scene and that whole "we need to cut our way through the jungle" and then 5 minutes later having a race between two trucks through that same jungle.
I even thought the fridge/bomb section was ok. And the most important bad thing - Shia Labeouf, annoying actor and annoying and badly written character. Instead of making him smart but rash or maybe more like Jones Sr. character, nope, they made him into a rash annoying emo brat (which is what Shia usually plays anyway). 

Oh, c'mon!  Like Crystal Skull was the only Indie movie to have silly implausible environments.  Roller coaster mine carts, anyone?  Who would ever build a mine like that?!?  Functional booby traps in a six hundred year old temple built by a civilization with little or no conception of metallurgy?  What exactly is springing those arrows out of the wall?!?  A decapitating machine down a narrow passageway -where's the puddle of blood that pretty much gives the warning "don't step here"?!?  I think you have to suspend your disbelief and just have fun to enjoy these movies.
    And as for annoying supporting characters, Shia Labeouf was no worse than Kate Capshaw's character in Temple of Doom -now there was an annoying character.  But it shows how great a guy Indy is to put up with these hangers-on, so I guess I'm ok with it.

Back off topic: DO IT PONCH!  DOOOOO IT!!!!1!!!!!
I like Crystal Skull ok, but part of what makes that sequence bad is it just looks like a damn video game. Yeah, the Indiana Jones movies have always had pretty bad blue-screening, but KamiЄski and 2008-Spielberg just could NOT get that serial look down (or even 50's sci-fi, like they claimed they were going for.) Lots of weird pacing too.
#129
It does seem like if I mess around enough with alt-tabbing and the task manager, I can quit the game without the script terminating itself (therefore leaving the black border up, sometimes always-on-top, and with the taskbar stuck invisible.)

Here's the code, revised to be a little less buggy, I hope. I ditched the taskbar-hiding, which isn't so bad if yours is set to auto-hide anyway.
Code: AGS
GameWidth = 320
GameHeight = 200
GameExe = Game.exe
GameCfg = acsetup.cfg
 
scrX = %A_ScreenWidth%
scrY = %A_ScreenHeight%
 
IniWrite, 1, %GameCfg%, misc, windowed
 
if (scrX >= GameWidth*4 and scrY >= GameHeight*4) {
  IniWrite, StdScale4, %GameCfg%, misc, gfxfilter
  }
else if (scrX >= GameWidth*3 and scrY >= GameHeight*3) {
  IniWrite, StdScale3, %GameCfg%, misc, gfxfilter 
  }
else if (scrX >= GameWidth*2 and scrY >= GameHeight*2) {
  IniWrite, StdScale2, %GameCfg%, misc, gfxfilter 
  }
else {
  IniWrite, None, %GameCfg%, misc, gfxfilter 
  }
 
Gui, -Caption +ToolWindow
Gui, Color, 0
Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE    
 
Run, %GameExe%, , , OutputVarPID
WinWait, ahk_pid %OutputVarPID%
 
WinSet, Style, -0xC00000, ahk_pid %OutputVarPID%
 
Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
Gui, 2: Color, 0            
Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE   
Sleep, 10
Gui, 2:Destroy
 
WinWaitActive, ahk_pid %OutputVarPID%
MouseMove, %GameWidth% / 2, %GameHeight% / 2
checko = 1
 
While WinExist("ahk_pid" . OutputVarPID)
{
  if !WinActive("ahk_pid" . OutputVarPID) and !WinActive("HSHIDE")
  { 
    if (checko=1)
    {
      checko = 0
    }
  }
  if WinActive("ahk_pid" . OutputVarPID)
  {
    if (checko=0)
    {
      Gui, -Caption +ToolWindow                                        
      Gui, Color, 0                                                                               
      Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE      
      Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
      Gui, 2: Color, 0                                                                                 
      Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE
      WinActivate, ahk_pid %OutputVarPID%
      While !WinActive("ahk_pid" . OutputVarPID) and WinExist("ahk_pid" . OutputVarPID) and !WinExist("Adventure Game Studio", "Abort key pressed")
      {
      }
      ;WinWaitActive, ahk_pid %OutputVarPID%
      Gui, 2:Destroy 
      checko = 1
    }
  }
  IfWinActive, HSHIDE
  {
    WinActivate, ahk_pid %OutputVarPID%
  }
  if WinExist("Adventure Game Studio", "Abort key pressed") or !WinExist("ahk_pid" . OutputVarPID)
  {
  ExitApp
  }    
}

ExitApp
#130
Quote from: Armageddon on Mon 20/05/2013 04:38:28
It does have a bit off a problem, since I've yet to add an exit button to my game I had to ctrl+alt+delete and cancel the task. Well that works fine, and then the black stays, and you can't remove it. I had to log out and back in before it went away.
I'm trying killing the game task with ctrl-alt-delete, and the black background clears normally. Not sure why it's not working with you. Both the "While Winexist" loop and the "IfWinNotExist" should be checking for this. Hmm.
(side note, Alt-X is probably a quicker way to abort a game.)
#132
Nope.
QuoteOnce a script is compiled, it becomes a standalone executable; that is, it can be used even on machines where AutoHotkey is not installed (and such EXEs can be distributed or sold with no restrictions). The compilation process compresses and encrypts all of the following: the script, any files it includes, and any files it has incorporated via the FileInstall command.
#134
Since AGS's fullscreen mode can look and act wonky on a some screens, I decided to make a sort of faux-fullscreen launcher with AutoHotkey.

What my script does: First, it changes the game to windowed mode in 2x, 3x, or 4x (whatever will fit, depending on your screen's current resolution.)
It then runs the game atop a black background, so Windows or your desktop are not visible under the game. It also disables the title bar and resize-edges of the game's window.
While the game runs, it checks if the game loses focus from alt-tabbing or whatever, to avoid graphical glitches when you bring it back to focus.

To use:

1. You'll have to install AHK, which you should anyway, because it's infinitely useful.

2. Create an .ahk file in the game's folder containing the code below.

Code: AGS

GameWidth = 320
GameHeight = 200
GameExe = Game.exe
GameCfg = acsetup.cfg
 
scrX = %A_ScreenWidth%
scrY = %A_ScreenHeight%
 
IniWrite, 1, %GameCfg%, misc, windowed
 
if (scrX >= GameWidth*4 and scrY >= GameHeight*4) {
  IniWrite, StdScale4, %GameCfg%, misc, gfxfilter
  }
else if (scrX >= GameWidth*3 and scrY >= GameHeight*3) {
  IniWrite, StdScale3, %GameCfg%, misc, gfxfilter 
  }
else if (scrX >= GameWidth*2 and scrY >= GameHeight*2) {
  IniWrite, StdScale2, %GameCfg%, misc, gfxfilter 
  }
else {
  IniWrite, None, %GameCfg%, misc, gfxfilter 
  }
 
WinHide ahk_class Shell_TrayWnd
WinHide Start ahk_class Button 
 
Gui, -Caption +ToolWindow
Gui, Color, 0
Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE    
 
Run, %GameExe%, , , OutputVarPID
WinWait, ahk_pid %OutputVarPID%
 
WinSet, Style, -0xC00000, ahk_pid %OutputVarPID%
 
Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
Gui, 2: Color, 0            
Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE   
Sleep, 10
Gui, 2:Destroy
 
WinWaitActive, ahk_pid %OutputVarPID%
MouseMove, %GameWidth% / 2, %GameHeight% / 2
checko = 1
 
While Winexist("ahk_pid" . OutputVarPID)
{
  if !WinActive("ahk_pid" . OutputVarPID) and !WinActive("HSHIDE")
  { 
    if (checko=1)
    {
      WinShow ahk_class Shell_TrayWnd
      WinShow Start ahk_class Button
      checko = 0
    }
  }
  if WinActive("ahk_pid" . OutputVarPID) or WinActive("HSHIDE")
  {
    if (checko=0)
    {
      WinHide ahk_class Shell_TrayWnd
      WinHide Start ahk_class Button 
      Gui, -Caption +ToolWindow                                        
      Gui, Color, 0                                                                               
      Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE      
      Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
      Gui, 2: Color, 0                                                                                 
      Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE
      WinActivate, ahk_pid %OutputVarPID%
      WinWaitActive, ahk_pid %OutputVarPID%
      Gui, 2:Destroy 
      checko = 1
    }
  }
  IfWinActive, HSHIDE
  {
    WinActivate, ahk_pid %OutputVarPID%
  }
  IfWinNotExist, ahk_pid %OutputVarPID%
  {
  WinShow ahk_class Shell_TrayWnd
  WinShow Start ahk_class Button
  ExitApp
  }    
}
 
WinShow ahk_class Shell_TrayWnd
WinShow Start ahk_class Button
ExitApp


3. Alter the first four lines so that they match the game's native resolution and exe/cfg filenames.
If you want to put the game files in a subfolder (might be a good idea so the launcher is the first thing the user sees) you can do something like "GameExe = gamedata/Game.exe" and "GameCfg = gamedata/acsetup.cfg"

3. If this is just for personal use, you can simply double click the .ahk file and it will run.

4. If you want to create a launcher .exe, run Ahk2Exe.exe in your AutohotKey install's Compiler subfolder. Select the ahk, output exe, pick a custom ico, and Convert!

Hooray!

This is my first AutoHotkey script, I've only tested it on my desktop and laptop computers, single monitor setup, in Windows 7. It only changes the "run in a window" and graphics filter settings in the game's setup, so some other settings might conflict.
Please, let me know if it doesn't work or if I goofed it up somehow!

EDIT: Simplified version taking advantage of Custom Resolution Build.
#135
I was really surprised by how much I liked Oblivion. I mean, nothing mind-blowingly great, but an original self-contained sci-fi film isn't exactly common these days. I'm sure I could find problems with it on a rewatch, but honestly after Prometheus, it was just a relief.

I'm not as excited for After Earth and Pacific Rim, but then again, I didn't think much of Oblivion's trailers either. If they all turn out pretty good (despite Shyamalan on AE) this will be a nice year for non-franchisey sci-fi movies.
#136
Oh, that's a really good point. I do have a Wacom, but I'm not great at it. Or drawing in general. Could use some practice.
#137
Quote from: Saltwater Taffy on Fri 10/05/2013 22:58:13Yep, that settles it. I need GIMP.
Yeah, I'm just messing around with it right now. Seems cool-- layers while in Indexed mode! Editable palette in a dock! But I'm already running into weird limitations... converting to Indexed mode lacks some of the options Photoshop has (like noise dithering, or variable diffusion, as well as a live preview while you fine-tune these settings.)

Quote from: selmiak on Fri 10/05/2013 23:24:27I prefer it that way, especially when filling shapes with a low opacity setting on the brush/pencil and I'm not so sure about the shape yet. Also stopping the current bushstroke in your example give you time to think about where exactly you want your shadow to be as crossing the line with low opacity adds up on opacity then.
I guess that's true, I'm just used to shading things in like you would with a real pencil, with repetitive back-and-forth retracing.
#138
I know about jitter settings! They're useful.
I'm talking about the Flow setting, which is really helpful for drawing textures in stuff like rocks, dirt, fabric. Especially in backgrounds, where manually placing each pixel (like you might with sprites) is usually unthinkable; you really need tools to help add noise and life to surfaces.


The shape on the left was drawn with photoshop's Brush tool at 1px with Flow at 20%. The one on the right was done with Gimp's pencil tool, which has an "Incremental" checkbox that serves as an equivalent to Flow.

For pixel art, I prefer the look of the one on the right. Photoshop's 1px brush is just too damn fuzzy and indistinct. Full color anti-aliasing looks great at 1x, but for games that are blown up by 2x or 3x, it makes you squint. I see it all the time in AGS games, even ones with very good artwork.

(Also, the one on the left uses 73 colors; the one on the right uses 6.)

Edit: A note, you can actually produce lines like the ones on the right with Photoshop's Pencil tool at a low opacity setting, but the difference is you have to start a new click/stylus drag each time you want to blend lines, which takes longer and quickly eats up your undo history.
#139
Damn, I just realized there's no Flow option for the Pencil tool in Photoshop. Why? You can change opacity. I don't see why Pencil can't gradually "fill in" as you sketch over the same space.
There's also still a Hardness slider that, as far as I can tell, is totally vestigial.
Actually, why is there even a difference between Brush and Pencil? Why doesn't Brush at 100% hardness completely remove feathering? That would be effectively the same as Pencil.

As it is now, there's no step in between these two levels of feathering. Seems like a big gap in control to me.
#140
True. Actually, now that I try I can't think of any program that doesn't draw like that. Maybe I just specifically first got annoyed with it in Photoshop.

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