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Messages - Wretched

#101
Firstly your idea although handy won't work for the following reasons.
i) You would have to use a mask with an alpha channel, you cannot use shades of colours fading to black to represent individual masks because of the accuracy of say 8 bits per RGB channel, example (255,128,0) would at some point reach (16,0,0) as it fades to black and would therefore be indestinguishable from a (255,0,0) area. So you would need a seperate alpha channel, or be limited to only having 7 mask colours.
ii) AGS automaticaly assigns walkbehinds to different shades. Ok, that's possible, now suppose you add another walkbehind somewhere in your mask. AGS will now probably automatically assign different values to all the walkbehinds. Great! not. Ok you would need to add a automatic import flag into AGS.
iii) AGS automatically calculates baselines. Fine for the first time you import your background, but you would need to be able to stop it from doing it everytime as you would lose any edits you had made to baselines that were auto generated not where you wanted them. Ok you would need to add a automatic import flag into AGS.
iv) Using the alpha channel in your mask will cause background artifacts to be seen through the characters, as has been amply explained by Snarky, though I don't quite agree with his reasoning, but that might be just me not reading it right, his result is correct.
v) All this can be eliminated by simply using an object with it's own alpha and baseline instead of the walkbehind. If you want to remove the overheads of lots of layers of objects, just cut out the 100% transparent and 0% transparent from the object graphic and use normal walkbehinds to do the job in these areas. I've already used this technique in Bog's Adventures in Underworld with no problems.
vi) 99% of AGS users probably don't even know what an alpha channel is. I think AGS should develop in a way to encourage beginners more and not get itself bogged down in advanced techniques, that can be solved by a little work anyway. But that's maybe a bit off topic.
#102
Cees, Yep I know, one of the main reasons for lack of testing is that my right hand has been pretty much dead for the last 5 months, so I couldn't test as much as I wanted because I had to rest it a lot. In fact I shouldn't have written this game at all but I had to do something to keep my sanity, most of the script was typed one handed which has upset my left hand a bit also. Though I admit, I should have tried a bit harder to get some beta-testers going. Secondly you are so wrong. I do want people to finish the game, that is why I don't give out hints. If the game I have created can only be completed by me telling people what to do, then the game, and I, have failed. I've tried to make everything logical and provide clues throughout and help as much as I can fixing bugs and keeping a constant vigil on when anything does go amiss, with a game of this complexity there are bounds to be some problems. Another reason I don't give hints is because it is very instructive to me as a game designer, to see what puzzles cause most problems and the different approaches people try to tackle them. This information is invaluable, as other forms of feedback, tend to just generalise the whole game and are thus pretty much useless. Also I really like the community aspect of everyone working together to beat it, I think if I just handed out the answers this spirit would die. Sorry to go on.
p.s. Anyway as a recompense I've added everyone to the credits in version 2.07 onwards, as a thank you :)
#103
Joyce, spot on.
Cees, ok I'll fix those.
#104
 Thought I might suggest adding a Object/Character Properties naming convention, guess MyModule_Property would do.
#105
AGS Games in Production / Re: The Bunker
Fri 28/04/2006 10:04:05
Thought I'd point out that there is already a game called 'The Bunker' if you don't want to foot tread.
#106
Hi, Warning:
Spoiler
Anyone that got into the lair the first time by using a feather, then you're going to have to go back to the start of part 2. I suggest you also get the latest version, so you can't do this again. I originally thought it wouldn't matter but it will affect something a long way down the line. Sorry.
[close]
#107
Isn't that what memory's for?
At worst you'll only be doubling the number of sprites.
#108
The point of my suggestion is that you do all the processing beforehand, so there is no hit at all on the cpu, apart from changing all the view/loop/frame graphics value which is minimal. But yeah doing it by hand is simpler but I thought this was going to be a module so anyone can add it to thier characters. How are you generating the outlines anyway? rendering the character 9 (or 4) times around it's position with tint set to outline colour?
#109
Marlemoe,
Spoiler
Yep the lost talk icon is a bug, just go to the pigs and it will come back when you leave.
[close]
#110
Jane, i) doesn't matter, ii) should always go out
#111
Hi,
Rosie got her thing via a rather obscure bug, but it's not too serious. Everyone else should be able to get it the correct way.
#112
You could write a function that took a view, generated dynamic sprites with outlines for all the frames, then changed the view to use the outlined sprites. This way all your processing would be done beforehand. I'll not go into all the messy details as this would require some nifty view graphics management so you can switch the outline on and off instantly. But you would use something like SSH's suggestion to generate the frames.
#113
Cees, Yes well without giving too much away
Spoiler
you shouldn't be able be able to get the jewels by just interacting with the treasure. There is a lot of stuff you have to do first.
[close]

Fisher, That's ok. But I've just thought of a problem
Spoiler
you will have to ignore the chicken until you have got the magma.
[close]
#114
TaiChing, Ok that's a bug, but
Spoiler
you were supposed to put the cotton (from near tree by swamp) in your ears when just outside the kennel. You can still do this.
[close]
#115
Cees, Ok found them, actually that's quite serious as it allows you to bypass quite a large section of the game. I wondered how you had gotten so far.
#116
Cees, I can't reproduce this, can you pm me with exact instructions.
#117
Rosie, Thanks I've fixed those issues and spent the last ten hours getting it to upload, So new version available.

wrt your question, it shouldn't affect your game, though you were supposed to have to leave the magma where the others did. But you're still ok for completing it.
#118
Hi folks, just to let know there's an updated version with some crash fixes in it avaliable. Honestly I sometimes think you're better at finding the bugs than the solutions ;)
#119
Jane, I've modified the hint
Joyce, I'm not quite sure what your question means, but I would think it should be self evident. And that's all I'm going to say on the matter. I really want you (collective) to beat my game, otherwise I have failed.
#120
Competitions & Activities / Re: April MAGS
Tue 25/04/2006 18:21:20
It's really nice to see so many entries for a change, congrats to everyone.

The Witch the Wizard and the Blue Cup
Pros: Good scripting and puzzles, liked the way spells were learnt though it was a bit unclear to begin with.
Cons: The graphics were painful to look at. Limited plot.

The Last Harvest
Pros: Great sense of atmosphere, depth of characters, lots of puzzles, original music.
Cons: Very buggy and a bit of a weak puzzle to get the stone.

Snake
Pros: Just a really fun game, so original and humourous. Bunnies were phwoorsome.
Cons: The GUI was a bit cumbersome, and also very buggy.

Operation Save Blue Cup
Pros: It's got a cow in it. Best ending of all the entries.
Cons: First three stages can be completed without needing to move the mouse, animation was very jerky.

The winner, who knows?
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