Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - abstauber

#1961
Hi,

I'd like to tint the screen, before the dialog options are rendered and remove the tint, while the dialog is spoken.

I can already tint the screen in dialog_options_get_dimensions(), but is there a way to remove it temporarily?

dialog_options_mouse_click() only works if I don't hit an option and I think I also can't place the command inside a dialog script.

Is there another way?
Thanks for your time :)
#1962
Here are my two cents:

What I liked:
Graphics (as most people did) Especially the light effect in the apartment has been neat

Atmosphere
Music is awesome!

What needs improvement:
For my taste the introduction scene is a tad too long (but very beautiful), the monologue is not too exciting.

The GUI - why not making use of the default actions. Most of the time I want to use or pickup things, not just look at them. So more intelligent right-clicking would be nice

Puzzles
Maybe it because of the demo, but why do I have to ask someone at the door, what I've to do? Wouldn't be a film noir narrator the better choice? Something like "My first day in the city... the mission was easy - maybe a little too easy. blabla"

Puzzles again:
The crates are all named crates, so why should the one on the top be different?

Overall I'm looking forward to this title. Must have been a real time killer to come this far ;)
Btw. why are you still using AGS 2.72?
#1963
Oh I see... well if it's not a bug, I guess, I could filter them out myself ;)

Btw. why should I want them to be displayed? For the ease of translation?
#1964
I assume, you set up the GUI in your global script. So you need the following line in there as well.
(place it somewhere in the first lines and not in a function)

Code: ags

import CustomDialogGui CDG;


#1965
You know that movie too???   :o

CGA rules :D

(from pixeljoint)
#1966
Quote from: Pumaman on Tue 19/05/2009 19:18:19

I don't really understand what you mean here. Are you using custom dialog options scripting, eg. dialog_options_render? Are you saying that Surface.DrawStringWrapped is adding a number to the text it is writing? Can you post an example?


Sorry if I expressed myself unclear. Yes I use custom dialog rendering and when there's line numbering in the option text, it's getting displayed.
Here's an example for the option text in the dialog editor

&1 How are you ?

Quote from: Pumaman on Tue 19/05/2009 19:18:19
Yes, this has already been mentioned. It'll get done at some point!

I though you've meant images with semi-transparent pixels there, sorry for double reporting then :)
#1967
The dialog GUI strikes again: now it's time for 1.4 !

Featuring icon support, custom border decorations and lot's more.

To use GUI icons, you only have to rename your dialog topics.

For example
(d13,20)Good Bye

In the brackets:
d: tells the gui, that this topic is a dialog topic.
13: the icon to be drawn
20: the highlighted icon

Another example:
(i21,22)Jelly Beans

In the brackets:
i: tells the gui, that this topic is an inventory topic. Inventory topics can be sorted after dialog topics. You can also add a linefeed in front of inventory topics
21: icon
22: highlight icon

Just make sure stick to this syntax and don't forget the brackets.

Things, you should be aware of when using icons:
* You can't mix icon and text style in the same dialog. So if you want icons for a dialog, use have to use this syntax for the whole dialog. You can still have different dialogs of course ;)

* You have make sure to uncheck "say" in the dialog editor. If you want the topic to be said, you have to add the text in the dialog itself.
#1968
There's bug with line numbering (which is present in 3.1.2 as well).

When using line-numbering in a custom dialog gui, the line numbers a being rendered as well.

When processing strings with
Code: ags
DialogToRender.GetOptionText();

it doesn't return line numbers (which is good), but
Code: ags
Surface.DrawStringWrapped()

displays the line number.


There's another one (or is it a feature request ;) )

The surface in a custom dialog doesn't support partial transparency.
So using the transparency parameter in Surface.DrawImage results in a partially pink surface.
#1969
Oh I've just spotted, that you were asking for a lighting tool.

Simple answer: stop looking, it always looks awkward.
Here's what happens if you use a photoshop filter:


And here's, what happens, if you do it yourself.


(I'm not a pro when it comes to shadowing, I'm always guessing where they should appear.)

Here's the photoshop file to see, what I did.

http://blog.sonores.de/wp-content/uploads/2009/05/butlerst.zip
#1970
Nice colors, but you're missing a light source. If it's dark outside, you need at least a candle or something.
Also the floorboards are pretty thick compared to the door.

But even with these issues (+perspective), it still has a nice atmosphere and would work for me, if the gameplay's good.
#1971
Thanks for this new release (and mentioning me  := )!

I'm sure, there are a lot projects which will love your module. Any chance, you make something else this fancy?  ;D
#1972
Ahh right, that did the trick   :D

I forgot about the global pointer and defined the sprite inside the function, 'doh!

Thanks a million!  ;D
#1973
Hi there,

I wonder, if it's possible to dynamically modify the look of an inventory graphic.

My code is something like this
Code: ags

  // the Item's called iBlueCup
  DynamicSprite  *invItem = DynamicSprite.CreateFromExistingSprite (517, true);
  DrawingSurface *spriteSurface = invItem.GetDrawingSurface();

  spriteSurface.DrawPixel(4, 4);
  spriteSurface.Release();

  iBlueCup.Graphic = invItem.Graphic;
  
  player.AddInventory(iBlueCup);


Unfortunately AGS crashes as soon as I add the item with the custom graphic.

Here's the output:
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004038E8 ; program pointer is +379, ACI version 3.12.1074, gtags (1,8)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Thanks for your help!
#1974
Every camp needs a band, so here's Sebastian, the maniac drummer.



#1975
This site has pretty small pixel fonts down to 6 px.

http://bitmapmania.m78.com/sb/sb.cgi?page=4&cid=0
#1976
Hehe, thanks :)
And there's still room for improvements - unfortunately the more I add the more confusing it gets with all its variables.

Maybe for new features, I'd use comma seperated strings as variables ;)
#1977
Welcome to
Stan's used Limbs

Ever lost important parts of your body? Afraid to get drunk in your favorite grog bar without a decent torso? Not anymore my friend as Stan's used Limbs has now officially been opened. I offer three different qualitiy groups: Gold, Silver and Rust.
No body parts that can't be replaced!! Everything's a bargain!!!








As this is background blitz I've been pretty lazy on details ;)
#1978
Hi!

Right now I'm aware of 2 GUIs:

1) Maniac Mansion Mania starterpacks
http://www.maniac-mansion-mania.com/index.php?option=com_contentask=category&sectionid=2&id=3&Itemid=76

They come with a functional GUI

2) KhrisMUC's work in progress (which is not an official release)
http://www.adventure-treff.de/forum/viewtopic.php?f=7=13574

I'm using this one, but you should know about scripting to iron out some bugs or to customize it properly
#1979
Hi,

here's a small bug:
When using a custom dialog GUI, the numbers from "auto-number speech lines" are being shown. This happens only with dialog options, not the following dialog itself.
#1980
Hey,

just uploaded version 1.3 with three new features.

1) the GUI is now able to appear at your mouse cursor's xy-position
2) width and/or height can be auto adjusting. If you use a scaling background image, this might look a little strange ;)
3) auto alignment for the up-down arrows

'hope you'll like it :)
SMF spam blocked by CleanTalk