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Messages - Trent R

#661
If you have Vista, I'd avoid installing certain things in your C\Program Files folder. Because of the administrator requirements (which actually don't bother me) it can be a pain to install things in that folder that you'll constantly be changing (like your Compiled, or other files--not just AGS).

As for the help files thing... I'm not sure. Do you have 2.1 or any other previous AGS installed? Try uninstalling it first, then installing 3.1 again.


Just ideas off the top of my idea. And that first paragraph probably didn't come out right...
~Trent
#662
Use Khris's code in that thread, that should give you want you want.

~Trent
#663
Ahh, I did read 'lines' rather than 'topics'. My bad.

~Trent
#664
As did you.... but at least the problems solved.

~Trent
#665
Quote from: Anomaly on Sat 29/11/2008 13:40:57mmorpg lucas/sierra style.
Eww. But, each to his own.

And to be ontopic, this looks totally awesome (I happened across it a few months ago and read through it)

~Trent
#666
Quote from: marcusbugger on Sat 29/11/2008 14:41:18
in the compiled directory...........warning
in room 5): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead
That one's easy, don't put a Wait() in the room_load function.

And if you can't copy and paste, try a screen capture.

~Trent
#667
Ya, transparency and visibility are unrelated despite doing similar things.

~Trent
PS-For future reference, edit your post instead of double posting.
#668
If it existed, I'd use a String.Split(' ') function along with GetTextWidth/Height to be able to dynamically change the length of the string and wordwrap.

Looking at the manual, I'm thinking that you could possibly make a Split function using IndexOf, Truncate, Replace, and some other functions.


~Trent
#669
Ghost, shouldn't yours be <100? You have >0 along with ++ which should loop even when it's fully invisible...

~Trent
#670
I see, I was confused because there is an enum in the 3.1.1 manual (I always forget that I use beta versions). CJ must have added it along with Theora support.

Sorry for being an idiot.

~Trent
#671
Biggest thing for Zune compatibility (as of 3.0CTP, not sure what changed with the 3.0 release) is that there is 16mb ram available, input is handled with GamePad (PS-Nick Gravelyn wrote a related wrapper, don't know if it'd be useful for you)
QuotePlay/Pause is the B button.
Back is the Back button.
The center button is the A button.
If you have a generation 2 device with the touch pad enabled, you can tell if the user is touching the pad by querying the LeftStick button. You can also get the touch position as the left thumbstick.
and the resolution is 240×320 (landscape rendering has to be done with RenderTarget (there's other ways, but RenderTarget seems to be the easiest and best)).


~Trent
[Edit]: Pictures of the two main Zunes so that you can see where the buttons are placed. Zune30 Zune80
#672
Tutorial on Hotspots. Just change 'Display("It's quite a large, ominous door.");' with
Quote from: Akatosha clever combination of these:

player.AddInventory
player.LoseInventory

And maybe this:

player.ActiveInventory

And when it mentions 'inventory item hotspots' in the manual, it's not talking about a room hotspot. It's talking about where you have to click when items as cursors in activated. (for a bad example, see where Vince talks about Flux World in WYGIB1

~Trent
#673
Quote from: Anomaly on Fri 28/11/2008 03:06:49peasant quest wqas actually done in flash.. (i'm sure a lot of you are obviouly aware)
Wqas also not done in AGS.


As for mobile phones, I believe most of them (older ones at least, I have no idea about the newest gen) use a version of Flash Lite.

Would be cool though (even if game size is limited or something like that)

~Trent
#674
I'm confused as to why you don't have an enum option in your playvideo line.... I was unaware that you could use an int in its in-place.

~Trent
#675
Why bother with your manual backups (which are excellent to have, so don't get rid of them) first? Have you tried the .bak files?

~Trent
#676
I'll also add that if you want it to fade faster, increase the value of i more
Code: ags
i+=5; //Would make it 5 times faster
To make it fade slower, increase the wait time (though 1++ and Wait(1) is slow enough, so don't increase the Wait).


~Trent


[Edit]:Instead of making a new post, editing this one.

If you use bigger numbers to change i (positive or negative) make sure you use the correct > < <= >= operators. If you have == 0 with i-=3, then it'll skip over it and crash.
#677
Ben, I actually had the same idea as you when I first saw this comp. Unfortunately my spriting (and most all art of mine) sucks.

Quote from: Tuomas on Thu 27/11/2008 10:36:15I think it's because spilling too much pepper doesn't ruin the food, but a lot of salt does.
Agreed. Salt pours easier, whereas I actually have to shake the pepper.


~Trent
#678
Just watched the vids, and I must say that they look great.

My only concern is for the Zune (which got me into XNA in the first place). With the SCUMM gui, a lot of mousing down to the buttons is required, but that would seem super-tedious on the Zune (30 or 80). I think a Sierra type or one-click interface would work best on Zune AGs.

However, I'd love to be kept updated on any major developments, cause this looks like an awesome project.


~Trent
#679
Critics' Lounge / Re: Pixel Background Attempt
Tue 25/11/2008 21:18:54
Quote from: Ryan Timothy on Tue 25/11/2008 01:03:40
If the vanishing point meets in the center, the buildings are parallel reflections of each other.

But otherwise, looks good Ryan :)

~Trent
#680
I actually like the original best of those three. The shoulders in the 'final' look sharp and pointy and therefore unnatural.

But, I'm not an artist like those above me.

~Trent
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