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Messages - Wolverine

#21
OK. If you all wanna discuss additions and upgrades to the game, please either come over to the Renovation site at http://www.bpcent.com/sq/remakes or contact me on YIM at rattrap93955@yahoo.com please. :)

I just wanna make sure that this forum continues to conform to the guide lines of this topic. :)
#22
THe font should be a part of AGS. I just used font 0.

OK. When you say upgrade the game, what exactly do you mean? Like new music? New additions to the map? The story? These are all easily made. I have some very interesting ideas for those additions, but would they actually be supported?
#23
Hello, all. About a year ago I started getting this idea that it might be kinda cool to convert all the old AGI and SCI Space Quest games to AGS. My reasoning behind this is the fact that I got tired of having to use emulators to run the games and having the emulators whack out my computer. Or the games just not running at all because the computers and operating systems were just to new.

So, here is Space Quest I: The Sarien Encounter version 1.0X with two of the only three screens at the moment. These two screenshots were taken from release 0.0.2.

Screenshot 2

and

Screenshot 1

I'm not entirely sure as to when this will be released in it's entirety, but hopefully it will only be a couple of months, assuming I can continue plugging away at one room per day.
#24
Well, I resized it in Ultimate Paint and got it closer to where it should be. I may just have to do this in a very tedious method and have each frame be an object or some such. I'll get it figured out and thank you for helping me to get the frame closer to home. :)
#25
help me!

I have an object which is suppose to animate in the title screen of my game. Unfortunately, the second frame of the animation decides that it's going to think for itself and moves clear across the screen, leaving the first frame of the object where it belongs and then the second frame pops up on the right side of the screen. Anyon else have this problem? Anyone know how to fix this problem? I can upload a copy of this to my server if you all want to see what I am talking about.

http://www.bpcent.com/sq/remakes

it'll be under forums, SQI, status report and just click on the link to 0.0.1.
#26
OK. In audacity, how do you set the instruments for each channel? I was looking at that and couldn't figure it out. My first time around on this. I can do it if I had a keyboard plugged into the computer, but have never done it any other way.

Also, in reference to SCI, why is it that any of the sounds that I convert don't come up in Audacity. It just says that the instrument port or what-not could not be opened and doesn't play the sound.
#27
OK. Two questions: 1) Do all AGI MIDIs sound like a piano after you convert them? 2) Do all SCI MIDIs try to play through the MT-32 configuration.. I can't play any of the MIDIs after conversion because Audacity doesn't like 'em. There a special way to convert these sounds without destroying them?
#28
Tank you. I'll try the Audacity one first and see if it meets my needs. :)
#29
I just looked through the other forums and couldn't find anything on this. Does anyone know of a program for creating OGG files? I don't want to convert because what I have to convert is to junky. PLEASE! Help.
#30
Beginners' Technical Questions / Re: Sprites
Tue 08/02/2005 21:24:56
Thanks, Zooty. As soon as I added the universal transparent color, things started working properly. :)
#31
Advanced Technical Forum / Re: Walkable Areas
Tue 08/02/2005 20:20:57
No particular reason. Just personal preference and being use to the way that AGI worked.
#32
OK. New problem. I imported a red sprite from an old AGI game and AGS is acting like the red in the sprite is transparent. Is this normal? If not, what's going on? How do I fix it?
#33
Advanced Technical Forum / Re: Walkable Areas
Tue 08/02/2005 16:22:11
OK. Didn't help any. I cropped the sprites and such and there was like no difference  in his walking patterns. I even increased his animation speed to no avail.

Now, the walkable area is the right size. But he stops about three pixels prior to the edge of the walkable area. If I make the walkable area larger than that, he walks way out there, but if I make it the right size, he doesn't stop where he should. :(
#34
Advanced Technical Forum / Re: Walkable Areas
Tue 08/02/2005 15:39:09
Thanks guys. :) I'm going to try to crop off this little tidbit under ego's feet and see if this helps. If not, I'll mess around with his animation speed. Again, thanks, guys. I was about to scream last night I was so frustrated.
#35
Advanced Technical Forum / Walkable Areas
Tue 08/02/2005 06:28:53
OK. I'm getting frustrated. For a week now, I have worked around one of the most annoying bugs I have found in a long time.

I made a walkable area. But whenever ego hits the bottom or the top of the walkable area, he stops about two pixels above it. It's very obvious where he stops because it's a 320x200 image he's stopping on. Is there any way around this? I already tried resizing the walkable area by expanding it, but he just walks to the same point for a few attempts and then he suddenly walks way past where I want him to stop after that. :( HELP! :)
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