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Messages - abstauber

#1321
There are two ways:

You can set character clickable in the editor.
or use

cEgo.clickable = true;

somewhere in the script.
#1322
Quote from: SteveMcCrea on Fri 03/12/2010 07:09:29
Quote from: mode7 on Thu 02/12/2010 23:07:35
Honestly I don't see the point.
I do. Please continue!

Me too, pretty please continue :D


I hope someday somebody does a demake Monkey Island 4 so I can finally playit.
(yes, I haven't played MI4, I hated the way, Guybrush looked there.)
#1323
The Rumpus Room / Re: Happy Birthday Thread!
Wed 01/12/2010 22:09:46
Happy Birthday, Scavanger! Keep on hacking about hackers :D
#1324
The Rumpus Room / Re: Happy Birthday Thread!
Sun 28/11/2010 11:31:42
Bon anniversaire, Le Woltaire  :D
#1325
Quotealternative method for refreshing the dialog surface

Nope - that's the way it's currently being done.

Quotemouse click handling or something completely different

For a workaround you might want to explain what exactly you're trying to achieve. As far as mouse clicking is concerned, your options are very limited. If you don't want to trigger a dialog topic, you could run something in repeatedly_execute_always, which monitors your custom variable.
#1326
The Rumpus Room / Re: Happy Birthday Thread!
Mon 22/11/2010 09:33:34
Happy Birthday, cultured man of mystery ! 'hope you're having a christmas elfboyish party!
Be vigilant  8)
* abstauber can't remember anymore avatar subtitles of Andail


Oh... and happy belated B'Day CJ!
#1327
Cool, thanks for sharing!
This brought my attention to a more elegant way of internationalisation, so I'd like to deliver verbs buttons in the most common languages (plus my own since I'm selfish ;) )

In a first step, translating the GUI buttons (including options) would be great, so I've prepared a code block and it would be awesome if some native speakers could punch in their language :)

Same goes for the verb buttons themselves, I already included english, german and now also spanish.
So if anyone could grab that photoshop file, and create some verbs, that would be cool too. (Even more cool, if you could provide a little txt with the english translation of those verbs).

Anyhow, here's the code block.

Code: ags

// English
    OptionsTitle.Text   = "Options";
    OptionsMusic.Text   = "Music Volume";
    OptionsSound.Text   = "Sound Effects ";
    OptionsSpeed.Text   = "Game Speed";
    OptionsDefault.Text = "Default";
    OptionsSave.Text    = "Save";
    OptionsLoad.Text    = "Load";
    OptionsRestart.Text = "Restart";
    OptionsQuit.Text    = "Quit";
    OptionsPlay.Text    = "Resume";
    gPausedText.Text    = "Game Paused. Press Space to Continue";
    RestoreTitle.Text   = "Please choose a game to load";
    RestoreCancel.Text  = "Cancel";
    SaveTitle.Text      = "Please enter a name";
    SaveOK.Text         = "Save";
    SaveCancel.Text     = "Cancel";
    gConfirmexitText.Text = "Are you sure, you want to quit? (Y/N)";
    gRestartText.Text   = "Are you sure, you want to restart? (Y/N)";



If this is working out, I'd also like to provide default unhandled events, but of course that depends on the success of the first step.

Thanks in advance ;)
#1328
Wow, you've really mastered facial expressions,  I've never seen such an emotional suitcase before ;D

It also reminds me at Spongebob (in a good way), again expressions and of course the "squareness" ;)


Great work and it fits the music/beat really well.
#1329
Avoiding work is my forte ;)
#1330
Slightly off-topic: her dress looks like instant pyelitis (Nierenbeckenentzündung, had to look it up myself ;) ).

And you might get in trouble having to draw her butt crack on the back-cycle because of these incredibly low low-riders
#1331
The internet never forgets :D

http://web.archive.org/web/20071109204800/http://www.gorenfeld.net/lou/pseudo/


Lou's version has hills and the archive has the code :=
#1332
Also the joints aren't bending. You simply transforming and stitching doesn't seem to help here. You really consider to add manual shadows to underline the knee and elbow movement and to show which limb is in the front.
The clipping of the arms also looks odd.
#1333
please add me too:
abstauber

I've only logged in once and still don't get what I'm doing (besides my mac mini is at its limits), but maybe I catch up :)
#1335
Argh, I can't get the Outrun theme out of my head... again.

Terrific work, Steve & Khris.

#1336
Haha, it has Peter Cushing in it. It can't be that bad :D

So Horror Express is on my schedule!
#1337
The Rumpus Room / Re: Happy Birthday Thread!
Thu 04/11/2010 20:19:12
Happy Birthday Mr SickSelf! Now raise that postcount of yours and enter  MAGS!
Your steampunk game was way too good to hide in the woods now :P
#1338
The Rumpus Room / Re: Happy Birthday Thread!
Wed 03/11/2010 10:11:26
Happy Birthday, Ben!
#1339
Awesome! I always wanted to code something similar myself to create remake of TechnoCop http://www.lemonamiga.com/reviews/view.php?id=336

I desperately hope, your minigame finds it's way back as a module after you've released Disk2 ;)

Anyway, I did some research back then and here are the links.

RickJ started with something similar, called DemoCycle.
http://demo.agspace.ws/project/archive/DemoCycle-A0100.zip

Unfortunately it doesn't feature hills, curves or different roads.

For a nice mode7 effect, you should take a look at AGS3d, which does a beautiful job.
#1340
Sorry, no paintover to offer :P

If you want to create the illusion of height:

- add more elements as a measure (like the distant buildings, Ben added)
- use reflecting materials like glass and metal
- add more skyscrapers of the same type and use them as a guide for the viewer
- the shoreline/sky can still be shown as a reflection on the other buildings
- 3 point bird's eye view perspective
- at dawn, shadows are very long
- set point of view from a different balcony in the foreground

Hope this helps :)

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