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Messages - barefoot

#261
Hi

I selected windows media player 9 codecs for the compression and it reduced quite a lot but has lost some quality, but its negotiable and works ok..

screenshot of video (starwars style):


barefoot
#262
Hi

I have already changed the Speech fonts...

Yes, it's slightly ambitious and i have injected some new scripting... its really a taster for a much bigger project... I have just added music for ambience and atmosphere.

It's certainly been trial and error and i hope it gives flavour to what is to come.

It should be ready be April 15th.. fingers crossed..

P.S. Just playing your game Over the edge.. great so far..

cheers

barefoot




#263
Quote from: Igor on Sun 27/03/2011 08:47:08
Try xvid- small file size and very good quality.

Hi, yes, I tried that.. did manage to reduce quite a bit down to 25mbs.. would like videos reduced more.. but will suffice for the moment.

UPDATE:

PROBLEM: When playing full screen just get a blank screen with audio... plays ok in reduced sreen...

Any ideas?  XVid codecs?

cheers

barefoot


#264
Updates screenshots have now been uploaded. Please see original post.

barefoot
#265
Hi

I'm at loggerheads! I have saved my video file as AVI but it's massive (1.9 GBs uncompressed)... On outputting i have options to compress it like:

ffdshow
xvid
cinepak
Intel Indeo

and lots of other options.

Which, in your experience, is the best  to choose to reduce its file size?

I will try a few until I get an answer here..

cheers

barefoot



#266
Hints & Tips / Re: The Secret of Garbh Eileach
Sat 26/03/2011 18:18:14
Hi

then you should be able to walk out the door... check your inventory..

Have uploaded latest edition.


barefoot
#267
Hi
UPDATE:
Managed to get a video converter and made it avi and now ok.. so i have my answer..


having spent some time doing a splash and credit screens with movie maker i find that the video sound jutters which is annoying when played in AGS.. it runs ok in other applications such as media player....

Is WMV not the best format to use?

cheers

barefoot

#268
Hints & Tips / Re: The Secret of Garbh Eileach
Sat 26/03/2011 16:06:15
Hi


Ok I am uploading new version now...be up at 4.25pm  uk time.. should be ok...
(has shed save).

Sorry about that

barefoot
#269
Hi

Spoiler
  Look at torch to get battery... cut battery with sword to get the acid.. use on minotaur
[close]


barefoot
#270
Hints & Tips / Re: The Secret of Garbh Eileach
Sat 26/03/2011 15:02:39
Quote from: grydwrd on Sat 26/03/2011 14:45:20
I reckon I need to get into the shed, but it needs a key?

Spoiler
Look in Kitchen near calender
[close]

barefoot
#271
Hi

Khris..

Well, i was starting from a later Room for testing. Obviously you have to start from the beginning to enable things to kick in like new gui's, label's etc... which i find annoying.. still..

Once I restarted game from the beginning all was ok... except old inventory was in new inventory window.. I corrected this by losing all inventory for the new inventory.. long way of doing it but its ok now...

cheers

barefoot


#272
Hi

if you mean so that the Inventory GUI no longer appears then set its visibility to false and then true when you want it to show. Do this on Room Load.

EG
Code: ags

gInventory.Visible=false;
gInventory.Visible=true;


Assuming this is what you mean?

barefoot



#273
Hi

thank you Monkey.. Both inventory's are for the same character..

cheers

barefoot
#274
Hi

I have just noticed, having to run my game from the beginning, that my new inventory window displays inventory from old inventory window..

In Room Load:
gInventory.Visible=false;
gnewinv.Visible=true;

The new Inv gui displays but shows inv from ginventory window.

The new Inv window (gnewinv) displays Inv items from ginventory window...  Do i need to lose all items not required in gnewinv gui?

Hope this is understandable.

Until I get some kind of solution I have manually lose all inv items..

cheers

barefoot





#275
Hi

i did have the latest version uploaded, i cant get to it as server gone.

Unfortunately my pc got badly infected a while back and i am unable to get back in and change it..

UPDATE:
I have now uploaded this version and i have checked, you can go passed after the cobra..Its an earlier version but ok.. have saved going to cobra..

sorry again

barefoot
#276
Hi

it depends a lot on the whole picture... is one char following another or are they completely independent?

What are the areas one char can't go? is it another room? an area of a room?

If you want an action to happen as soon as the room loads you should put script in after room fades in rather than when room loads.

I'm sure others here will be able to give you more/better pointers.....

barefoot



#277
Hi

did you use the flute on yourself within a given time?

barefoot
#278
Thank you guys   :=


Update.. clerical error
Code: ags

     cskeleton1.FollowCharacter(cwizard, 2, 1);


I am doing a Jason and the Argonauts skeleton style scene. The skeletons rise up from a hole and attack the main player (wizard) and the player gets a damage point whenever they collide. When they collide the main char auto moves to +x -y which was ok but then i had to do if char leaves left, bottom ,top edges then do another auto move if they hit these edges...  Should char's damage get to 10 then the skeleton stops following whilst the main char goes and gets re-energised at x y and its starts again..

To all intents and purposes this works even though the main char sometimes (not often)  fails to be released from collision and fails to auto move.

I have set an attacking char's (skeleton) speed faster (15,15) than main char (5,5) (wizard) and set it's  follow to 2,100 and collided set to 8 (as upper post) yet the attacking char (skeleton) is not as quick as i would like it to be...  

Have you any tips regarding follow and collide that may be an improvement?

It would be great if we could add an action point to a graphic such as a character who may have a sword and have the sword as the action point...like in colliding...   food for thought...

cheers

barefoot




#279
Cheers Dualnames

I did have a slight problem..

barefoot
#280
Hi


Are co-ordinates x y (such as walk to) based on part of the Room you actually see at the time or the whole Room?

Secondly... I'm trying to remember where chars hotspots are.. is it somewhere in their lower half?

I have main char being followed and have set if colliding,

Code: ags

if ((cskeleton1.x - cwizard.x <=8 && cskeleton1.x >= cwizard.x) || (cwizard.x - cskeleton1.x < 8 && cwizard.x > cskeleton1.x))


The attacking char (cskeleton1 is bigger then char being attacked (cwizard)


cheers

barefoot






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