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Messages - abstauber

#1001
Isn't almost everything here about nostalgia, that's no reason for putting it on hold :P But of course creating an engine inside an engine without an active project around might be an awkward task.
But anyhow, it was really impressive and parts of it also made it into my engine (Promotion tile-code parsing).
#1002
Well, you're already using a great tool. The rest depends on what you're doing - going for some javascript or maybe php? Then you might want an IDE.

Eclipse based IDEs:
http://www.aptana.com/ (good for javascript / web 2.0 stuff)
http://www.eclipse.org/proposals/php-ide/ (obviously php ;) )

Editors:
Beside Notepad++, there's also :
jEdit, which needs a few plugins to be usable for html
http://www.jedit.org/

This one is also pretty nice:
http://www.activestate.com/komodo-edit

In general I'd try to stay away from visual editors like Frontpage or Dreamweaver clones. But if you insist, you might find Kompozer useful
http://kompozer.net/index.php
#1003
Talking about a 17 year old RPG is also quite tempting, especially in such an ancient thread. Posting along with those elders.. *sigh*

Anyhow - I can never forgive myself for letting Marle get her legs crushed, because I played it on a Dreamcast and could get the machine code right with that dingy pad.
@Khris: what's your Chrono Tile Engine doing btw?
#1004
General Discussion / Re: Taking criticism...
Mon 13/08/2012 09:32:23
If it weren't for criticism, I bet we would be all feeling like little Michelangelos here, just because our drawings went to our parent's fridge :P

What usually happens here is: if it's good you get praise, if it sucks you get no response at all, so you can learn for yourself that there's "room for improvement". So I'd be actually glad if someones adds criticism to my work, otherwise I'd never improve.
Just go ahead and enter a few competitions here - that will help you dealing with criticism (like getting positive reactions and still loose :P) Or even better: show your work to your real life friends and see what happens then - now that's criticism on a whole different and crushing level (nod)
#1005
The Rumpus Room / Re: Happy Birthday Thread!
Mon 13/08/2012 09:14:46
Happy BDay Wonkyth.
And also Happy Birthday Tabata - I hope somebody bakes a smiley cake for you :-D
#1006
I hope this is the right place to ask for this humble feature (and I hope it's not too trivial).
Currently it's not possible to control dialogs by keyboard. All it needs to do that is a method like this:

Code: AGS
Mouse.Click (MouseButton button, int x, int y)


I can haz that?


Or without the usage of custom dialog rendering, simple commands like this would also work:
Code: AGS
Dialog.SetActiveTopic(int option)
Dialog.StartTopic(int option)
#1007
There we go, it's the 32-bit mode. The embedded graphics core (GMA 3000HD) simply isn't up for the task. Setting the platformer to 16bit made it run at full speed. Cool stuff nontheless!
#1008
Ahhh.. Speedstep was turned on, therefore I just had 1,17 GHz: now I'm up to 7 frames with my Core i5 Hamster at 2,4GHz :-D
I should also mention that it runs at about 37 fps without the nearest neighbor filters.
The platformer is also a lot slower than your Marivania sources, which had a lot more going on.

#1009
The Rumpus Room / Re: Happy Birthday Thread!
Fri 10/08/2012 08:23:22
Too bad that, World Admin Day is already gone, however today is AGS Admin Day:  Happy Birthday AGA!! :-D


@Buckethead: well, I joined the boards while you had your heavy posting phase, so you never left my radar :)
#1010
Very cool, thanks for the insight in your work, I especially liked the Ever Beginning Tale sources. It's full of awesome gfx effects :)
Unfortunately EBT just runs at 3 fps - oh well, my machine isn't too fond of 32bit.
#1011
Critics' Lounge / Re: Pixie Pixels
Thu 09/08/2012 09:13:41
@Ascovel: I actually never noticed that before, but apparently my subconscious mind did. :)

Anyhow I did a quick paintover/liquify session:

(altered wings, forehead and the chin)
#1012
The Rumpus Room / Re: Happy Birthday Thread!
Wed 08/08/2012 19:00:40
Happy one, Buckethead!
Also all the best to Dr.Slash
#1013
Critics' Lounge / Re: Pixie Pixels
Wed 08/08/2012 11:01:11
Just one question: aren't pixies supposed to be young... like teenagers?
But Mrs. Spock in a skirt? I don't know :P
* abstauber adds fuel to the fire

edit: oh, and to make it at least a bit helpful: Your latest heads don't look bad, but somehow aged. Of course if it's 30something pixie you're heading after, I'd say you're there.

Maybe this helps with the head design.
#1014
General Discussion / Re: The scariest monster
Wed 08/08/2012 08:07:26
While we're at it, could somebody explain me, why the Cenobites should be scary? They are designed to look scary but for me they're completely implausible. Why should any villain in the world attach throat-opening wires to themselves? And where do they buy their gear... The hardware store?
#1015
Hooray indeed! Also utmost respect for polishing BJ to this stunning quality, while still giving it away for free.
Time to put a complete Ben Jordan playthrough night on my schedule :D
#1016
General Discussion / Re: The scariest monster
Tue 07/08/2012 13:42:23
I think it's mostly the mixture between the known and the grotesque.

For me the scariest fact about the child eater is, that he's designed after a really evil grandfather (look at the facial features). Also his skin color and folds pretty much look like a fresh cadaver. So in sum we have a dead naked senior with eyeballs in his hands, who slowly eats the flesh of living children (or at least implies that).

@CW: ahh, that's Sadako. I didn't know her name in der jap. Version. Yeah, she's pretty scary too.
#1017
General Discussion / Re: The scariest monster
Tue 07/08/2012 13:22:43
I happen to find this child eating monstrosity on top of my list.

#1018
Christina and I arrive at 09:25 PM (UA 1177) at the John Wayne airport. I suppose after checkout and finding a way to get the mittens refuge it'll be around 11:00 PM. Btw: anyone else arrives that late? Maybe we could share a cab then ;)

As for the tapings: yay, interest hereby expressed! Since we don't have a car, we'll be happy with anything you guys take us to (but preferably it's Craig Ferguson)
#1019
QuoteQuestion: why using numbers instead of dots like domino?

Numbers are way more convenient and easier to spot. I once had a version with spots, but in a 8x8 sprite a spot would have the size of 1px which is a bit tricky to recognize and count.

Thanks once again for your input! I've already changed the color of the second sprite and as long as those numbers a readable I'm sure everyone will be fine.
#1020
Great, thanks for the clarification. (And also thanks for your work on improving AGS)
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