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Messages - Unai

#21
Well, if you know which inventory items he has maybe you can paint the sprites as objects
#22
Critics' Lounge / Re: Clock Tower Background
Wed 19/01/2011 12:39:07
Quote from: SookieSock on Wed 19/01/2011 11:41:29
Im not sure what you mean about the clock being out of persepective. I dont see how to correct it.

I'm no expert on perspective, but I think I can see what he means.
The vanishing point for the gears in the middle of the clock seems to be in the upper right corner instead of the left...
#23
I never finished Maniac Mansion, but I loved DOTT and would be happy to help translate the game to spanish!
#24
It's actually some kind oh phrasal verb problem:

Tirar = Throw
Tirar de = Pull
#25
Just in case "Restable" is a typo :p

A quick spanish incise:

poplamanopla... ¿de verdad no te pasó la primera vez que jugaste a un juego que pensabas que Tirar era de arrojar? Recuerdo intentar que Indy "tirara" todos los objetos del inventario alguna vez hasta que de pronto tiró de la librería en casa de su padre y todo tuvo sentido :D
#26
Ohhh, I really like Restablecer, but still doesn't fit, since it's 11 characters long! Argg!!
#27
I'd use Estirar.

Even if Lucastarts used Tirar in it's translations Tirar can mean throw too, and for me it got confusing at the beginning.

As for "Estándar" or "Restaurar" I'd use Restaurar, I personally think it makes more sense than Estándar.
#28
I'd say that what you need is Hotspot.GetAtScreenXY(int x, int y)

From the AGS Wiki:
Code: ags

 if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hDoor)
   Display("Mouse on the door");
 else if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) != hotspot[0])
   Display("Mouse is on something (but not the door)!");
 else
   Display("Mouse not on a hotspot");
#29
41000 48000 and 96000 are in Hz (Hertz), that means how many samples per second of audio your file has.

Edit: of course, the more samples you have for each second the better the quality will be :)
#30
Let's see if I got this right...

Your else is acting with the
Code: ags
if (player.HasInventory (iKey))

statement, and I think you want it to work with the distance statements.

look at this clean up:

Code: ags

function cClaudia_Interact()
{
  	if (player.HasInventory (iKey))
	{
		if ((cClaudia.x - cPaul.x <=90 && cClaudia.x >= cPaul.x) || (cPaul.x - cClaudia.x < 90 && cPaul.x > cClaudia.x))
		{
			cClaudia.FaceLocation(996, 249);
			cPaul.FaceCharacter(cClaudia);
			cPaul.Say("This place is desolate. I could mug her!!");
			Display("With an almighty punch you land a left hook on her chin and she falls down like a sack of spuds!");
			cClaudia.ChangeView(15);
			if (cClaudia.x > 299) 
			{
				cClaudia.StopMoving();
			}
			cPaul.Say("I'de better get her out of sight!");
			Display("You drag her down a small alley");
			cPaul.Say("Mm, Credit cards, a pearl necklace and a wad of cash. That should help me a bit!!");
			Display("You leave the woman in the alley and look for more cash and stuff");
			cClaudia.Transparency=100;
		}
	}
	else
	{
		Display("She's too far away!!");
	}
}



What you need is:
Code: ags

function cClaudia_Interact()
{
  	if (player.HasInventory (iKey))
	{
		if ((cClaudia.x - cPaul.x <=90 && cClaudia.x >= cPaul.x) || (cPaul.x - cClaudia.x < 90 && cPaul.x > cClaudia.x))
		{
			cClaudia.FaceLocation(996, 249);
			cPaul.FaceCharacter(cClaudia);
			cPaul.Say("This place is desolate. I could mug her!!");
			Display("With an almighty punch you land a left hook on her chin and she falls down like a sack of spuds!");
			cClaudia.ChangeView(15);
			if (cClaudia.x > 299) 
			{
				cClaudia.StopMoving();
			}
			cPaul.Say("I'de better get her out of sight!");
			Display("You drag her down a small alley");
			cPaul.Say("Mm, Credit cards, a pearl necklace and a wad of cash. That should help me a bit!!");
			Display("You leave the woman in the alley and look for more cash and stuff");
			cClaudia.Transparency=100;
		}
		else
		{
			Display("She's too far away!!");
		}
	}
}
#31
Thank you all for your answers. I know it's a vague question (that's why I asked in the Critics Lounge), but that's exactly what I wanted, to know how each of you feel about the resolutions. Looks like 320 can be a better way to start from what you say... So I'll give that a try.

As for the character size, @Khirs your "system" looks like a prettu good way, of course I'll have to take care of everything @GreenBoy mentions!!

Quote from: GreenBoy on Tue 18/01/2011 05:44:59
P.S. Also I think CJ may be the one who did the Roger sprite.

I'm using some re-design ProgZmax did for Roger :)
I'm also using it as a model for my first sprites, to learn the basics.
#32
Thanks!! I'll wait then, I have many things to do and try, so I'll go with those and come back to the template later :D

If you need any translations just let me know!
#33
When do you plan to release a new version including this stuff?

I'm REALLY lazy, and I don't want to start to work around the actual version and then have to change stuff :p

No hurries, it's just that depending on how long you think it will take I might overcome my lazyness :D
#34
Quote from: abstauber on Mon 17/01/2011 13:54:21
Don't you think it could be confused with Load? I mean Sierra kept calling "Load" "Restore" for a long time ;)

¡¡This is Lucasarts style!!

No, really... I think having Save/Load makes clear Restore is not Load :D

Maybe poplamanopla can help :D
#35
Quote from: abstauber on Mon 17/01/2011 13:12:37
@Unai:
Way too long, one button can only hold up to 9 characters ;)
Maybe you could fire up an old scumm game (native, not ScummVM) and check how they translated it.

Ok, so what about "Restaurar"? It means Restore, i think it's pretty self explanatory :D

Extra question:
I haven't tried the template yet, and maybe is somehow clear when I open it in AGS, but... what size do the backgrounds need to be to use your GUI? From screenshots it looks like 139px for a 320px resolution, but the number is a bit weird...
#36
Hello!

After some test runs with ProgZmax's roger sprite and a "borrowed" background picture I want to try and draw some sprites for my own little adventure.

After chatting with a friend I started to feel 320x200 maybe is a bit too small and that 640x400 would allow more detail... I'm not sure if this will backfire, though, because maybe the bigger resolution will make sprite and background drawing a pain (instead of making it easier).

What do you guys think? low-res or high-res?

Also... for those two resolutions... what sprite size do you think is best for a normal height character?

Thanks in advance!
#37
Ok, I edited my original post with that, "Valores por defecto" which means Default values

Is it too long?
#38
Hey, could you answer the Default question? :D

QuoteWhat is "Default" for? Is it a verb? Or an adjective? Is it something like "Return to default values"?

The other code

Code: ags

       if (action == eMA_WalkTo)   tresult="Ir a %s";
  else if (action == eGA_LookAt)   tresult="Mirar %s";
  else if (action == eGA_TalkTo)   tresult="Hablar con %s";
  else if (action == eGA_GiveTo) {
    if (item.Length>0)             tresult="Dar !s a %s";
    else                           tresult="Dar %s";
  }
  else if (action == eGA_PickUp)   tresult="Coger %s";
  else if (action == eGA_Use) {
    if (item.Length>0)             tresult="Usar !s con %s";
    else                           tresult="Usar %s";
  }
  else if (action == eGA_Open)     tresult="Abrir %s";
  else if (action == eGA_Close)    tresult="Cerrar %s";
  else if (action == eGA_Push)     tresult="Empujar %s";
  else if (action == eGA_Pull)     tresult="Estirar de %s";
  else tresult=" ";



I saw josemarg used Estirar instead of Tirar like Lucasarts games did. Good choice, Tirar means both Pull and Throw in spanish and I remember having Indy trying to throw every object in the game until suddenly... he pulled a bookshelf :D
#39
Here's the spanish translation,  I need some help to get a better translation, since I haven't tried the GUI.

What is "Default" for? Is it a verb? Or an adjective? Is it something like "Return to default values"?

Don't you also need translation for the verbs? like "Give X to Y" and such?


Code: ags

// Spanish
    OptionsTitle.Text   = "Opciones";
    OptionsMusic.Text   = "Volumen de la música";
    OptionsSound.Text   = "Efectos de sonido ";
    OptionsSpeed.Text   = "Velocidad de juego";
    OptionsDefault.Text = "Valores por defecto";
    OptionsSave.Text    = "Guardar";
    OptionsLoad.Text    = "Cargar";
    OptionsRestart.Text = "Reiniciar";
    OptionsQuit.Text    = "Salir";
    OptionsPlay.Text    = "Volver";
    gPausedText.Text    = "Juego en pausa. Pulsa Espacio para continuar";
    RestoreTitle.Text   = "Por favor, elige el juego a cargar";
    RestoreCancel.Text  = "Cancelar";
    SaveTitle.Text      = "Por favor, introduce un nombre";
    SaveOK.Text         = "Guardar";
    SaveCancel.Text     = "Cancelar";
    gConfirmexitText.Text = "¿Seguro que quieres salir? (S/N)";
    gRestartText.Text   = "¿Seguro que quieres reiniciar? (S/N)";
#40
(English below)

Hola! Me he enterado de tu proyecto en el foro de Fountain of Youth. ¡Que buena pinta!

No tengo ni idea de programar para AGS, pero me manejo en inglés, ¡así que si necesitas una mano con eso no dudes en decirlo!

Puedo traducir el texto y luego debería revisarlo un nativo (Como dijo BaptisteTheFool) para darle ese... toque Indiana.

¡Buena suerte con el proyecto!

---------------

Hey! I heard about your project at the Fountain of Youth forum. Looking good!

I have no clue on how to program for AGS, but I can handle english pretty well, so, if you ever need help with that, let me know!

I think I could translate the text and then someone native should proofread it (Like BaptisteTheFool said) to so it could be given that... Indiana taste.

Good Luck with the project!
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