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Messages - aussie

#641
I sent you a message.
I'll send you another one.
#642
I managed to download it, but now I'm getting a message like "not enough memory to decompress masks". What do I do?
#643
I can't access that link (neither by cutting and pasting or by clicking on it).
#644
Yep, good work.

#645
Critics' Lounge / Re:background c+c
Mon 19/05/2003 07:37:32
I love it.

I don't think the car looks to out of place. I like it where it is.

By the way, how do you get those textures (grass & ash pile)?
#646
so will I
#647
Thanks all.

It's just that I'm about to release a demo.

I've made a copy of the 20-odd room game I have and I've deleted most of it to get a single-room demo. However, it's only gone down from 8 to 7 Mb. I'll try to zip it as Chris said. Sorry I couldn't get something better.
#648

A question.

I'm finding chaprter 1 of my latest game is round about 8Mb. My server allows me to upload 15Mb.

I just want to see how I could save as much space as possible:

what is it that takes up most space when you make a game?


#649
Priests have lots of buttons on their outfit. Maybe it's the jumper-type approach that doesn't look right to you.
#650
what about some sort of security company logo on his shirt, it might be easier...
#651
Night of the Raving Feminist - Chapter 1 Stan the Man ready by June 2003 or so.
#652
Thanks Chris for all the work you're doing on AGS.  ;D

I like the new features in v2.55b, regions are extremely useful (to me, anyway).

A suggestion:

Do you think you colud try and include IfPlayerHasBeenToRoom and IfPlayerHasSpokenTo functions some time in the future? I know you can script your way around these situation, but it'd just make like easier.

#653
Just finished your game, mate. Two thumbs up.

I especially like your puzzles. They're harder than average, I think, but that makes the game more fun.

The art also has quite a unique sort of style.

Looking forward to the sequel.
#654
Just had a look at your game, mate. Looks awesome. Keep it up.  ;D
#655
You can also try and download AGS v2.55 beta. There is a new feature called regions, which I believe allows you to enable and disable parts of a room very easily.

Have a go anyway.  ::)
#656
Yeah, I had actually tried that already, to change the view back I was using another SetCharacterView, but it doesn't work out well. It's not well syncronised.

Thanks anyway. We'll wait for the wiser ones.

#657
??? G'day.

I'm making a room where I want a tourist guide showing people around. He's meant to say things every now and then, a bit like the spitmaster in MI2.

Timers work nicely enough to get the speech going. However,

- if I use the DisplayBackgroundSpeech function, the talking animation doesn't play while the tourist guide talks.

- if I just use DisplaySpeech the animation runs, but then again, control over the player character is lost.

Does anyone know of a way to display the speech in the background, while the talking animation plays and control over the main character is not lost?

Thanks.
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