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Messages - edmundito

#1401
I think I found another bug: The buttons used for the default inventory ignore transparency. Notice that in the GRANNY ZOMBIEKILLER  TEASER DEMO (plug :P). Grundislav is on vacation right now, but I asked him before uploading the demo and he said that he couldn't get rid of that non-transparency.
#1402
Name: netmonkey... err.. ok, Edmundo Ruiz
Age: 20 (21 next year :P)
Email: netmonkey@cellosoft.com
Where you live: Arkansaw, USA
Where you could travel to: Around Arkansaw, USA, or to the Easter US.
Where you would like Mittens to be: not too up north... err... I'll whine when they start nominating places.
Can you help locate places in your area for places to stay?: I guess.
#1403
You know what's even better? There's a linux version of teh demo1!111 OMG!!!!1

http://www.agagames.com/netmonkey/grandemo.tar.bz2

We really hafta exploit all of AGS' technologies, you know...
#1404
General Discussion / Re:AGS for Xbox
Fri 25/07/2003 23:42:33
point + click adventures are not desinged for consoles.... have you ever tried playing Maniac Mansion on the inintendo? it's a pain in the ass. (actually I've only played emulated but still). That's why console RPGS are totally different from Computer RPGs, because they 're just designed for different kinds of input.

Adventure games for console require more running and physical activity. Some examples would be Shadow of Destiny (it's mostly just running around) and Splinter Cell. Splinter Cell is adventure in a totally different sort of way.. the way of the console :P

The cool porting would be AGS for pocket PC... that'd be awesome! I don't have a pocket pc, but I wish I had one so I could play MI on the go with scummvm :P
#1405
Well, I didn't like the icons I made that much, except for like the ones I included in the new template. If someone wants to make generic custom Walk, Talk, Look, and Interact icons (that people could acomodate with their characters) that'll be pretty cool. I'll add them to the template and we'll be set.
#1406
Critics' Lounge / Re:Ignac trailer
Thu 24/07/2003 06:15:11
Quote from: Neole on Thu 24/07/2003 06:09:36
Igor, when you said you dont want only a few people to play the game if you release the game commercially, I think you were wrong. Many more people play a commercial game than a freeware game (if released by a known company). Not that Im suggesting you release it comercially, only pointing out that fact.

We should hear from Ionias on this cause he's got the fatman experience. I would buy ignac 2 if it were comercial, but to make something comercial you need $$$.. unless you wanna sell it through cafepress, which only costs you to send the master cd to them:

http://www.cafepress.com/cp/info/sell/cds.aspx

I'd say it's a good way to start....
#1407
General Discussion / Re:Monotony
Wed 23/07/2003 23:58:09
All I've got to say is that booty-huntin' (pirate term for looking for girls to hang out with :P) is really hard in the summer in a college town because everyone's gone home. Sure, I've gone to parties and stuff, but it's mostly guys and girls that don't appeal to me (oh no, I bet OTG will reply with  the word picky :P). But this doesn't help you trap; it's just me bitching about my problems.

I think the first step is to get a driver's license. Maybe even get a job or something would be good too... it's a start, but it may help a bit. That's all I got for now, really. I have a hard time meeting new people I care to hang out with anyway :P
#1408
As a lec fan, my game will probably have a lot of LEC style to it. However, from playing AGS games  I've gotten to like some of the sierra features like text windows and the interface.

So the gui style is a combination of the two. the actual interface is based on Monkey Island 2's but simplified to a sierra style, but you can still scroll through actions using the mouse wheel.

A while ago I read a thread where some sierra fans said that they didn't like the way LEC games made you move all the way to the object to look at it or two say that you can't use it (I think it was  PUMAMAN/CJ actually who said that). Anway, I've worked hard to code so that the player walks to the hotspot only if it's necessary. the character only turns to look at the hostpot at look at, and a  text window pops up, but it describes eveything in 3rd person like some kind of narrator. When you try to interact, tho, the character does say "I can't do that" or whatever. the little guy's got a mind of its own.

As for conversations, it's very LEC based. After all, it's a very lec trademark to have dialog and dialog  in adventures.

So I strongly believe that a blend of the two is the way to go... there's so much style you can do these days with mix and matching.

As for dying, you can't die in my games, but I wouldn't mind experimenting with it so that it works in a good sort of way. (maybe like halo where when you die you load to the last checkpoint, but that would mean linearlity, so I'm not sure :P)

Unless you wanna go to pure nostalgia, then I think it would be great to have some classic sierra styled games like KQ1 /2 VGA and so on...
#1409
Quote from: Pumaman on Mon 21/07/2003 19:23:59
Perhaps they used an object for the animations, or drew the special character animations at the correct size and thus weren't scaled?


They looked quite scaled to me. but I didn't make the game so I wouldn't know.

GEEZE, can't I just make your life a living hell?  :P
#1410
Happy Birthday!

Uhhmmm... I've got nothing else to say  :P
#1411
Is this a possible bug/glitch? I was playing Apprentice, which was released with one of the 2.56 betas, and I noticed every time a character animation other than the default ones (walk, idle, talking, etc) the "Anti-Aliased scaled sprites" option doesn't take effect and the animation plays quite pixely and stuff.
#1412
Oh,  so that's what the interview was for.. I just thought Grundislav wanted to ask me some questions for no reason :P
#1413
It's done and done.

Featuring:

- Custom icons
- Icons highlight when player points at a hotspot
- Custom GUI buttons
- Hotspot line
- Custom Save/Load interface
- Custom Inventory
- Mouse wheel support
- Precoded RON sign intro screen
- Modified skin color
- Custom game icon

Download HERE
#1414
Yeah, "It's the goddamn Sahara out there." like they said on CKY 3.

I run from like outside of a building to my car and I'm melting. Oh, and I turn on the A/C and since it hasn't been on hot air comes out for like 30 seconds  :(

It's 88 degrees F (31 degrees C) but it's still pretty hot out there!
#1415
Hey, I haven't toyed with this, but if there's any way to modify fonts before they display on the screen, maybe you could make an outline generator for SCI fonts, maybe even an option to add shadows.... or just give the code to chris so he can permanently add it ;)
#1416
from what I recall, games made with more recent versions of ags (2.4 and up or something like that) can not be decompiled.. not even by chris because he made that on purpose (hence the whole back up your game thing started).
#1417
Critics' Lounge / Re:Ignac trailer
Tue 15/07/2003 06:45:59
how can I notice this trailer 5 days after it came out? this is too good.. I may just quit making games :( but then Igor would be sad and quit making the game too :P so I SHALL BATTLE HIM TO THE DEATH!

To igor, two questions I have:

Bugbrain studio? is that the "animation studio"? where did Maniac Ent. go?

oh, and e-mail me about that monkey ;)
#1418
Awesome chrille. I've noticed that the british version of PC Magazine still values adventure games and the underground/amateur game movements like us. they even had that big article over LEC sueing people for making fan games. They rarely (if ever) do that in the american counterpart, and I was suscribed to it a couple of years ago.

Chrille is my hero. I will now go back to my game and make the interface lime green! :P

You should get a better scan of the magazine article, tho.
#1419
Quote from: Pumaman on Sun 13/07/2003 21:05:43
Thanks, I'll get the text parser list fixed.

Yes, I upgraded to wxwin 2.4.1, which is why the black borders disappeared. They have stated that XP Themes are not supported which is why the maifest doesn't work, but they should be added in the next version.

Now netmonkey, explain that cursor flashing bug!!!111 How can I find it!!1  :P

NETMONKEY TO THE RESCUE:

Here's the deal: If you check "Always display as speech",  the "Normal text" in the room message editor becomes the player character's speech, right? well, if you're doing a conversation based on messages (instead of using a dialog) then the "normal text" behaves differently than when you select "EGO" (ego being the main character). so when it goes to another character saying a line and it's trying to go back to the "normal text", I guess since it's supposed to go back to a text box after a character says a line, it changes the cursor, but it's not going back to a text box, so it changes the cursor back again to wait.

The end.
#1420
back to the old topic of the editor's look, it looks a lot better now without those black borders... it pleases my eyes :)

The only glitch I see is that the text parser list doesn't have a border, unlike the room list which does.

As for the manifest situation, it's looking pretty good but not good enough. I'll just report this for kicks if you ever decide to jibble with the editor again:

- The xpish buttons have an ugly black border around them, but somehow in the inventory items section they do not. So whatever you didn't do there is what made it look normal. an even more odd example is that if you go to File\Preferences, the "browse..." buttons have the black border but ok and cancel don't!

- The radio buttons haven't changed. all the contents is still black (like a black box with the little radio button) so you can't really read stuff.

- Weird thing is that the "hotspot settings"\"walkable areas"\etc frame name on the Areas section is bold! (and you can read half of what it says b/c of it) I don't know what's going on there either, but I guess manifest is picking it up.

That's it. I'll try to jibble with a wxWindows designer and mess with the radio buttons... I'm just trying to help out (and find an excuse to not work on my game. awful, isn't it? :P)

---

Edit: I was checking on the wxWindows website and last month: "June 13th, 2003. wxWindows 2.4.1 has been released. You can download it from here. This contains bug fixes to 2.4.0, including improved behaviour on Windows XP. "

other than that, I've got nothing. wxDesigner, which I've used before and looked terrible on windows xp actually looks pretty good now. and even the tiny dialog editor that comes with wxWindows doesn't screw up.... so maybe that new version of wxWindows has an answer. :P
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