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Messages - evilspacefart

#181
maybe you should leave the area before the monster as unwalkable and only turn on another  walkwable area there when the monster is gone. and right before it, use a "player walks on to" region that tells the player he/she can't go now.
#182
i like the coloring style -- particularly the grassy looking bed and the plantlife outside the house. very cute and gives a little bit of rpg mood to it, imo.
#183
I've used 2ma2 and intoxicated bunny's modifiable verb-coin interface.



you can get it at his site below:
http://user.tninet.se/~vqb114l/ilb/tutorials/ovc.htm
#184
try www.vgmusic.com
video game music archive.

hope this will  be useful for some people.
#185
awesome intro. can you make it so its not such a huge dl? the demo was huge but the full version must be enormous.

*edit*
nevermind... it's on cd.
#186
and you said you weren't going to make a game... kept this one a secret. gj boyd. 8)
#187
Competitions & Activities / Re:August MAGS
Fri 22/08/2003 07:49:45
nice art noed, btw.
if you don't finish in time for mags, at least finish it anyway so the rest of us can play it. 8)
#188
Yo, Snake. Here's the quick easy answer to using 256 color palettes.

right click and save the picture below as a bitmap BMP.




load your game in ags.
go to palette screen and set game to 256 color.
select a range of slots (select the first open color slot and hold down shift to choose the last slot)
uncheck this color is room dependant.
select import slots from file. select the palette BMP. (you should now have colors in some slots.) select the remaining slots and make them as room dependant.

the hard part - you might have to re-import your graphics in sprite manager. you might also have to decrease their color depth to 256 color (8-bit) with a graphics program first.

this will, however, reduce that filesize dramatically.

just a suggestion.  hope it helps, i know i hated palettes before i used this wierd procedure.
#189
I promised my project would be done before August and today I'm still less than 1/4th of the way completed. Lots of procrastination on my part and a decline in motivation.  :P Minimi, I'm in the same boat.
#190
doh! I forgot about that. thanks
#191
i unzipped the new version in its own folder, but when i try to make a new game with it, ags can't find the default template.  ??? has anyone else experienced this?
#192
it is pretty simple actually. it's also in the manual. (look up "custom properties")

if you go to the character or room or objects, etc. screen in the editor, if you click on the properties button, it will take you to the schema editor. Right click to make a new schema. name it anything you like.
#193
i'm against asking CJ to make the change in the editor, so here's an alternative.
you can run a loop and set the property value over and over to a default number

while (mycounter<5) // loop ends when mycounter ==5
{
SetCharacterProperty (mycounter, HITPOINTS, 100); // default is 100
mycounter +=1;
}

just make sure to add the HITPOINTS schema at beggining with type set as NUMBER.

mind me, i'm not a good coder, so i apologize for sloppy code, but it helps to at least make a little effort before asking for a complete global change.
cheers,
~esf
#194
nicely done.  8)
the big doors don't bother me at all.
like your graphics style. to me it seems totally different style from strange day though, but they both look cool.
#195
William Wallace, the first SSH and possibly my main character for RON game.


I can shoot lightning bolts out me arse!
#196
Quote from: Joseph DiPerla on Wed 13/08/2003 01:03:07
Okay, its not an official website, nor is there a new demo available, but some old screenshots as well as some new ones are posted here:

http://www.simpworks.com/forums/index.php?board=2;action=display;threadid=3784



nice screens.  8)
#197
both ben and darth's had nice dithering look.
#199
Sorry for the bump. Progress started again after recovering from some issues in personal life.

Here's the shameless plug.

As you can see some of the graphics have been updated.



I promised it would be done by end of July, what a liar I was to myself.

Well, working hard on some bgs and gfx to get at least a whole fulfilling puzzle done. Don't forget the game is using verb-coin (CMI) interface, otherwise it may seem like all the player can do is walk around.  :P
#200
damn! waiting for this game is going to drive me batty.  :P
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