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Messages - ciborium

#41
Hints & Tips / Re: Ben Jordan 6
Tue 04/09/2007 04:42:37
106/107

Can't seem to figure out that one last elusive point...

Maybe...
Spoiler
If you win the drinking game the first time?
[close]

#43
Yes it does.  But only after I load a background larger than the original black box.
#44
Quote from: Pumaman on Sat 18/08/2007 20:14:39
Hmm, how did you make that happen? The pane should resize as you resize the main editor window, and it certainly does that for me...


I started a new game, changed the res to 800x600, created a new room and then loaded the background. 
I run the editor at fullscreen, and the room editor pane is not manually resizable.  It does resize itself if you close and re-open the room editor though.

At this point I consider it more a peculiarity than a bug, so no big deal.

I am starting to create my game with the new editor.  I had a bit done in 2.72, but decided to start new when 2.8 appeared stable.  (Besides, I had a bunch of poor scripting that I thought would be easier to correct by starting over than revising.)

I am downloading 2.8b8 now and will let you know how it goes.
#45
The problems in my previous post (if you can remember back that far) have been addressed.


Currently, I have only one suggestion: 

Can you make the room editor resizeable? 
I run my desktop at 1280x1024 and the rooms I am creating are 1200x700. 
The current room editor window only shows a small portion of the image with a lot of wasted screen space. 

Example:


(Image was reduced to 750x600 to make it forum friendly.)

It would be nice to be able to expand the viewport to fit the red rectangle.

Edit: Nevermind, the viewport resized itself the next time I started AGS.  I assume that if I closed and re-opened the room editor it would have had the same effect.

Edit: It seems a lot of the tabs don't update until you close and re-open them.
#46
To date, I have had no problems running a game in the manner which was configured by the designer, except that I never play anything I can help in a window.  The window is great for testing your own game, and maybe for the beta tester, but the rest of us want to be immersed in the game.  So please, uncheck "run in window" before releasing your game.

That said, the only game where I fussed with the setup any more than that (besides choosing the English translation,) was KQ3 by IA.  The sprites and backgrounds were all beautiful 320x200, but the character portraits were mediocre 640x400.  Why?  It clashed so bad I had to force it into 320x200.

Finally, after having ranted on the topic hijack; I will implement a gamma adjustment slider in my game.  Thank you for the heads-up.
#47
I imported some 32-bit alpha'd sprites.  They all look like the've been downgraded to 256 color in the editor. (I haven't tested them in-game yet.)  Is that normal, or is there an import problem?  I also noticed that I couldn't crop the alpha'd sprites like I can in 2.72. 

I couldn't find the option to import a walkable area, etc. mask.  The button was unmissable in 2.72 but seems to be missing in 2.8. 

Finally, do you think we'll ever see 1024x768 support in AGS?
#48
Advanced Technical Forum / Re: Shift Running
Wed 13/06/2007 04:34:41
You can't change the walk spped of a character while he's moving.  Although, you can change the animation speed.  You might try:
Code: ags

int anim = player.AnimationSpeed; // Sets integer "anim" to current Animation Speed

function repeatedly_execute(){
  if (IsKeyPressed(404)){
    player.AnimationSpeed = (anim - 1); // Decreases Animation Speed by 1 
}
  if (!IsKeyPressed(404)){
    player.AnimationSpeed = anim; // Recalls default Animation Speed
}  
}


The anim speed works backward, because it's actually the animation delay time.  It kinda make him go in fast-forward, but so does just increasing the walk speed.  Mind you this only works if your AnimationSpeed is >1 to start with, otherwise it will go to zero, and he'll stop moving.

EDIT:  Not really sure if (!IsKeyPressed(404))  actually works.  You might have to stick with (IsKeyPressed(404) == 0)  I've been doing more Javascript than AGS lately.
#49
The Rumpus Room / Re: Cheesy subtitle for AGS
Wed 13/06/2007 00:13:06
"What would anyone want with more than 256 colors?"
#50
I think,

What can we Windows users do, to make sure that our games are Linux and/or Mac compatible?
#51
Thank you. 
#52
Neither suggestion corrected the problem. 
I even tried putting it directly in one of the room's Enter Room Before Screen Fade-in script.
Maybe AGS isn't loading the scaleable areas in time...

I might just have to put concrete values into each room's Enter Room Before Screen Fade-in.
#53
I am having a little trouble with the player.z control.

My sprite has a shadow as part of the sprite image with the shadow going below his feet.

I put in my repeatedly execute:
Code: ags

player.z = -(3 * (player.Scaling / 10));


Now while this works.  It puts Ego's feet exactly where I click the curser, as intended.

The problem is that every time I go into a new room, the sprite is loaded as player.z = 0, and then jumps down the appropriate amount.  Is there a way to get the player.z position to load before the screen fade-in? 

Or, do I have to program every room to the appropriate player.z value in the before fade-in, based on which room I came from?

P.S.  Before anyone asks, there is some dead space under the shadow (hence the reason for such a large number,) but the shadow does go far enough below his feet to prevent simply cropping the images.
#54
What about this?

Code: ags

cEgo.Say ("P");
Wait(5);
cEgo.Say ("PE");
Wait(5);
cEgo.Say ("PEO");
Wait(5);
cEgo.Say ("PEOP");
Wait(5);
cEgo.Say ("PEOPL");
Wait(5);
cEgo.Say ("PEOPLE");
#55
Thanks, I had used the != null in some other places, I just wasn't thinking clearly.

So far it's working as-is, except != null correction.
#56
Why doesn't this script work?
I'm trying to get the mouse to change to talk to when over a character.
This is in my repeatedly execute:

Code: ags

if (Character.GetAtScreenXY(mouse.x, mouse.y) == true){
  mouse.SaveCursorUntilItLeaves();
  mouse.Mode = eModeTalkto;
  }


#57
Can I put all my dialog topics in a gui that can access dialog scripts when list item is selected,  and just add and remove list items as the game progresses?

EDIT:  Figured it out.
#58
Thanks very much.
#59
Is it possible to do Syberia style speech, where the character is animated in speech view, but the words appear in a box at the bottom of the screen, like subtitles? 

Also, can I make a topic list that can be added to and removed from throughout the game, where only those key-words bring up conversation topics?
#60
Just having the hotspot descriptions visible like the old LucasArts games would go a long way toward teaching English.
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