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Show posts MenuQuote from: Sean on Sat 09/08/2008 20:35:48
Heyas WHAM,
Really like what you have so far. The background works fine as it is, it's a nice 'low-tech' approach to creating a spacey background. It works well, and I decided to take a stab at an alternative approach myself. I hope you don't mind me posting this up.
I tried to add some variation to the stars. There tighter packed at the bottom of the image, for example. It's still quite a basic star-scape, but it looks a little more like realistic for me. Now, whether or not this meshes with what you're aiming for I don't know. Just thought I'd throw an alternative for you, in the hope it can help you create the image you're looking for!
You could of go for something with a few more layers in the vein of
This is an old image, and I doubt it fits with what you're aiming for.. but it might give you an idea or two.
Hope my images help in some way, if you have any questions fire away. Good luck, look forward to seeing the final background!
Quote from: olafmoriarty on Thu 07/08/2008 12:30:22
But since there already IS a visible GUI on top of the screen, why would we assume that there is more above it?
Quote from: olafmoriarty on Wed 06/08/2008 23:05:41
One thought on the whole "GUI-will-come-down-when-mouse-comes-up" thought: At which y coordinate did you plan to let the GUI fall down?
I think I would find it annoying if I was pushing the mouse upwards towards the save button to find that when I reached a certain point the save button was *below* the cursor and I would have to change directions just because the GUI moved.
Quote from: SSH on Wed 06/08/2008 16:02:43
Have you imported a new BG for it yet?
Quote from: KhrisMUC on Wed 06/08/2008 09:05:22
The empty game template uses 8-bit by default, which would explain the screwed up colors.
I had a similar problem: even after changing to 16-bit, DirectDraw5 mode would screw up the colors because I hadn't imported a background and the room was still in 8-bit mode. Importing an all black background saved as 16-bit png fixed it.
Quote from: KhrisMUC on Tue 05/08/2008 23:25:25
There's a really easy method of handling the "little arrows" problem.
-Draw the arrows above the item's pixels. Meaning, if the arrow is 3 pixels tall, make sure none of the item's pixels has a y-coord lower than 3.### ## __#_#________________________ top item pixels here-After adding the InvWindow, add a button set to NoAction covering the top three pixel rows of the InvWindow. Then set it's image to the part of the GUI background image it's covering.
Voilà , arrows at the cursor, but none in the inventory.
Quote from: KhrisMUC on Tue 05/08/2008 22:39:16
As he stated in the first post, WHAM did use "top left pixel".
I copied the sprite straight from Firefox to AGS, maybe your graphics program screws up the transparency if you use copy & paste. Try saving the sprite as GIF, then import it.
Quote from: olafmoriarty on Tue 05/08/2008 21:21:35
This is really a matter of taste, but if it's possible, I would have removed the arrows on the inventory items. It's a very good thing that you have them there when using them as cursors, but on the inventory screen they look misplaced somehow.
Also: The pure-green-lines-inventory looks awesome, but there may at some point be problems withunderstanding what they're supposed to be, so I suggest that when the player mouses over them you let them have full colors, while keeping the green design at all other times. Just a suggestion.
Quote from: SSH on Tue 05/08/2008 10:54:48
That'll be because you're not listed in the "was brought to you by" section...
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