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Messages - aussie

#441
Mage, that's a mad werewolf!!!!

I just made a little edit to perhaps add a bit more of a human expression to the face.  ;)





#442
Proskrito,

You solution works fine, except the cursor has to be over an inventory item for it to cycle. When the game begins, and there's just one big empty black square down the bottom of the screen, the curson won't cycle in that area. It only starts to do so when you have inventory items.


TK,

You solution overcomes that problem, but sometimes it cycles two or three operations at a time, thus jumping over some.


Thanks anyway, you've set me on the right track. If you have any more ideas just give us a tick.
#443
I think I've already tried that, but I'll give it another go.
#444
I quite like it.

Navigation is easier than before.
#445
Just a quick one.

I'm using the classic sierra KQ5 type interface, where the cursor cycles from one action to another every time the right button is clicked.

That works fine everywhere on screen, except when over the inventory area (which I have at the bottom of the screen, much like Monkey Island and the other LucasArts games).

What basically happens is that when the cursor is over the inventory area, it won't recognise the right mouse button, althought it does recognise the left one. Thus, every time the player wants to look at an inventory object, he needs to drag the mouse outside the inventory, cycle until he gets to the "eye" icon and then drag back into the inventory area and left click on the object.

I'm sure there is a way to cycle the cursor inside the inventory, I just can't find it at the moment. Help anyone?

Thanks.
#446
Critics' Lounge / Re:Cathedral
Tue 23/12/2003 11:24:42
Quotethe monastary in this pic was devoted to the dark one. I'd like this one to be devoted to something similar. Not really a god kinda deal.

In that case I think you're doing fine. I don't think your carvings look too flat.

Perhaps then you might want to get some horned figures such as gargoyles and stuff like that to give the building an evil look.

Also maybe a darker setting could help. With all those nice bright greens, blues and reds I get the impression of a beautiful monastery when I look at it, not that of a place to be wary of.
#447
Critics' Lounge / Re:Cathedral
Tue 23/12/2003 10:33:27
A mausoleum is a kind of funerary monument, much like the pyramids in Egypt or a crypt in a cementery.

What I exactly meant by "the cracks on the rock" was that those geometrical shapes do not look like the sort of motives you would have in a religious building (they rather look like magical symbols). Instead, you would probably have either bare stones or little statues of saints, the Virgin Mary and the like.

A couple of examples:





Don't get me wrong. Your art is fantastic. I wish I could do a background like that, but I think these suggestions will help your monastery look better.  ;)
#448
Critics' Lounge / Re:Cathedral
Tue 23/12/2003 07:27:50
Excellent stuff but I'm not too sure about those cracks on the rock.

BTW, I would say it's more likely a monastery. Cathedrals are usually within urban areas.
#449
Hi all,

After a period of inactivity following "Nick it and Run!!!" and "Casablanca, The Day After", AussieSoftTM is back for more.

I have posted the demo of a new game: Book of Destiny (that's the working title, it might change).

The demo itself is pretty self explanatory (or not really, because the argument of the game is quite confusing at the beginning). It's also very short, because it's basically the playable intro of the game.

The screenie:



The demo:

http://www.freewebs.com/aussiesoft/BOD.zip

Have a go at it and tell me what you think.

EDIT I'm not sure why the quick link doesn't work, if you cut

www.freewebs.com/aussiesoft/BOD.zip
www.freewebs.com/aussiesoft/BOD.gif

and paste it on your address line it does work.
#450
I see.

Cheers.
#451
That sounds clever, actually.

How do you actually do it to add an inventory item to a non-player character?
#452
Just a simple question.

Does AGS currently support multiple inventories for the same character?
#453
Casablanca is the one.
#454
I've had a look at it, it's the usual great standard his games used to have.

The only annoying thing is the GUI, you have to go into the inventory screen every time you want to change from "use" to "walk" or "talk.
#455
It means you got busted...

...by Angelfire.
#456
Yeah noed, good feedback, but I haven't quite mastered that yet.

I hope somebody can post some tips on that here...
#457
Yep, shape tweening in a pain in the backside to use, I guess it comes with time: one day we'll be like Igor.

Flash plays it fast enough on my computer, so it doesn't seem I'm missing any in-between frames.
#458
Hi all.

Inspired by Igor's work on that superb IGNAC trailer, I've started doing a little bit of animation myself.

These ain't much, but I think I'm starting to get the hang of it.




#459
Advanced Technical Forum / Re:Walk+ speak
Tue 29/07/2003 09:22:19
I've tried that sort of stuff myself before, giving up miserably. Geoffkhan's idea looks pretty good, though, so long as you don't mind losing cntrol of the main character while the "wait" function is taking place.
#460
Critics' Lounge / Re:Walking figure
Tue 29/07/2003 09:20:45
I agree with Svetac, a slight bob would help a lot.
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