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Messages - freshpaint

#61
If I have a walkable area with a  hotspot on it, and the hotspot has a walktox, walktoy set, I can move around the walkable area just fine using the arrow keys, but when I try to use the mouse walk mode  to move beyond the hotspot y setting, I can't do it.  I don't have any "while standing on" hotspot functions that might interfere.

For example, I have a hotspot with walkx,y set to 286,268.  My walkable area runs down to y=299 where the edge is set, but I can't move with the mouse walk mode down there.  I can only get there with the down arrow key.

If I remove the hotspot  WalkToX, WalkToY,  the character can walk everywhere using either arrows or mouse walk mode.

I'm using v. 3.02RC2.  800x600, 32bit color, 120 DPI screen.  I hadn't noticed this problem in previous versions -- or in other rooms -- but this is the first time I'm making a lot of use of hotspots.

The room is animated, if that makes a difference -- 3 layers.

UPDATE: I thought momentarily that the problem had gone away -- but it's still there.  I'd removed the walkto point from the hotspot, so player could walk everywhere.  Put the walkto spot back, and now movement is again limited as described above
#62
Quote from: Dualnames on Tue 03/06/2008 21:32:00
The animation isn;t top notch, but it works.
You got that right! Thanks for playing!Will be working on it as I go along.  I'm very new to this.

Am curious if you played it long enough to get out of the hospital, whether the puzzles were ok, about how long it took, etc.  I have no idea at this point. (or does this discussion belong over in the critique lounge?)



#63
I just tried it (at 19:35) and it appears the site is down.  I will post to a mirror and let you know.

UPDATE:

Have also uploaded to rapidshare.  Snapdrive appears to be down right now (Tues).

Darkdevil County Demo EDIT: removed.




#64
Have cleaned up some of the artwork and know I still have a lot more to do with animations, etc.  Am now interested in how the game plays -- I can't tell any more whether the puzzles are too easy, too hard, or just plain dumb!
#65
The assorted snippets below show the following: the transparent (30% blue) alpha png I'm using (easier to see than just black).  I imported it using "entire" and alpha channel today, with 3.02RC2, as sprite 84.  I assigned sprite 84 to GUI4 background image and the same sprite to each of the corners. The result -- a completely transparent center of the gui, and opaque expanded borders.  It looks the same whether compiled in "classic" or "additive" mode.



Here is the png itself, if you need to grab it: (it's 8 pixels wide, reported as 4 pixels in the editor).



I'm sorry I wasn't very clear earlier. 
#66
Thank you SO much for fixing the "exclude rooms" problem -- the exe lost more than half its weight, so have uploaded a smaller version of the Darkdevil County demo (check the in production thread for more details).

Will try to come up with a simple example of my "corners" problem soon.
#67
The overwriting behavior I mentioned doesn't happen in 3.02.  When I try it in a new test game everything works fine -- it warns you and you can actually choose the room number you want to use, too.  This must be a new feature since 3.0, which was probably the version I had found the bug in (I don't have it on my machine any longer else I'd verify).
#68
UPDATE: July 23 -- Demo version 2.0 released

Mirror 1:
Darkdevil County Demo 2.zip

Mirror 2:
Darkdevil County Demo 2.zip

New characters, rooms, quests, animations (same old walkcycle, still -- will fix one of these days).

Trust me, you will like it!  Download is about 20 meg of 800x600 32bit color hand drawn storybook fun! (yeah, I know... lame..)

(I have limited bandwidth on these sites, so if you have problems downloading, check back later or let me know and I'll add on another mirror).

Tech note:  this is compiled using the latest version (3.10 Beta 5) of the compiler, so if you notice any problems please let me know asap.

Any save files you have from previous versions won't work, alas.  As time progresses I may add a cheat to help testers, but only if you're good.

Have already started the next set of quests/puzzles.  I would very much like some feedback on what's out there so far.  I particularly want to know whether things are too hard/easy/stupid, etc.  Some of the artwork, animations, inventory items, etc. are still in progress, so bear with me on that.

UPDATE: June 27 -- New concept art!



UPDATE: June 17



Yes, new rooms are being added -- will be uploading a major extension to the demo in the next few days -- I might even call it Demo 1.5!


UPDATE June 10:

Darkdevil County Demo.zip

Have uploaded latest version (1.01) with several of the main screens in full color, and have fixed one or two minor typos and  bugs. That's about it.

Work progresses on the next phase:

Animations (add 15%)
Rooms (added a new one)
Plot (no new changes)
Puzzles -- one new one

Have removed the rapidshare upload.

Will be using

Darkdevil County Demo.html

as a second site.  I like this site a lot so far, since they apparently virus check the file and give a count of downloads too.  Cool.

AND YET ANOTHER UPDATE: 6/3:
Snapdrive is back up. (as of 23:38)

Darkdevil County Demo.zip

ANOTHER UPDATE 6/3:
Have also uploaded to rapidshare.  Snapdrive appears to be down right now (Tues).

Darkdevil County Demo


UPDATE: 6/3/2008: New opening screen shot



Yes, with full color!  Have taken several of your suggestions to heart and am working on the artwork.  Also have fixed a few bugs. I hope people will download the demo and let me know what the gameplay is like before I move forward again.

UPDATE: 6/1/2008: Demo has lost weight!

Thanks to speedy release of 3.02 RC2, have recompiled and reuploaded, so file size is down to about 12.5 meg.

UPDATE 5/31/2008: Demo available

Darkdevil County Demo.zip

This is a fairly large (30 meg) download, since the "exclude rooms" function in 3.02 isn't excluding rooms correctly right now.  As soon as this feature is fixed, I'll replace the demo. [ UPDATE: DONE! ]But several people really want to see this, so I'm uploading it now.  You have been warned!  Also, I've never used snapdrive.net before, so am anxious to find out how accessible it is to everyone, speed, etc.

Thanks for the comments and support!

PREVIOUS POST:

War is coming ever closer to Darkdevil County.  Magwyn Urban-Dweller, a tech worker, has been oblivious to much of the outside world because of the demands of her job.  All that changes the morning she gets an urgent message from her best friend, Lina, begging her to go to the hospital and donate blood.  She rushes from her apartment to help her friend.

Magwyn soon begins to understand that not everything or everyone is what it seems.  The warring factions include robots, clones, Queen Miria and the reigning royals, scientists, gnomes, doctors, and friends.  Some are interested only in developing and using new weaponry -- others vow to stop them -- others are dedicated to peace and a quiet life.

A mystery in her family's past links her to a world seemingly gone mad.  To save herself, she must save the world.  And maybe change it too.

But first she must figure out how to get out of the hospital...







STATUS:

I will be uploading a playable demo soon and welcome comments.

The demo contains the opening scenario (getting out of the hospital so she can continue her journey) and is fairly complete except for an opening cutscene/startup menu and a few closeups.

The next scenario involves a quest given to her by a security robot and has the following status:

Plot & dialog: 80%
Backgrounds: 70%
Scripting, guis, etc.:60%
Animations:60%

There are 3 more major quests planned after that, but I'm still keeping it very loose (it's just me doing it all).  I plan to release this in stages.

I'm a complete newbie to AGS and game creation (tho have played them forever) --am an artist who also has extensive experience as a C programmer -- odd background, I know.

PS: I love this site, AGS, and doing this.  More fun than a barrel of monkeys.  I never understood that phrase before, but now I do.
#69
Am getting ready to upload a demo version of my game (working title is "Darkdevil County", which is lame, I know), but only want to upload about a half dozen of the rooms that pretty much work.  I selected "exclude room" from the rooms menu for the ones I don't need, compiled, but the file is exactly the same size as before.

So was curious as to what the feature does (other then just remove the rooms from the menu display), and if there is a way to actually get rid of unneeded rooms temporarily, or whether this is a bug in the current beta (I'm using 3.02 RC1).

Should I use the "delete" option instead?

Am curious, since the last time I used "exclude room", then created a "new room", the "new room" overwrote the "excluded" room even though the program seemed to calm my fears that the excluded room was not going to be deleted.  Is this a bug?



#70
garage:  you are exactly right.

face is red.  I just copied lines from the manual without thinking.  Cup disappears, but other problems still remain for me.  Will continue investigating.

UPDATE: button problem -- solved, sorta.  Reimported my pre-3.02 sprites and so appears to work under both classic and additive modes -- had to goose down the transparency level a lot on the new button and resave so they're all even.  I'm not wild about how result fits in with my overall game design now -- but that's a completely different issue!

UPDATE2: Iconbar works fine, but can't make text gui corners go transparent in either additive or classic mode using same sprites that work on the icon bar, with sprite imported pre 3.02 or in 3.02.  With background 0, backgroundgraphic set to my transparent sprite, center shows up exactly the same way (completely transparent) regardless of render mode.  Corners show up black.  So very confused.


#71
3.0.2 rc1 bug

more alpha channel stuff (sorry!)

SOLVED, SORTA (by reimporting sprites -- see below) BUG 1:
All the buttons I created with 3.01 and saved without an alpha channel to use on the iconbar show up differently than the button I created with 3.02.  When I set the background of the iconbar to a plain 30%  transparency stored as a sprite and assigned to the background image in the gui properties panel, the buttons (aka sprites) created under 3.01 gray out correctly (under "classic" mode ONLY), the one saved under 3.02 doesn't.  It appears full color.  (FYI I can't make "additive" mode work with the icon bar at all right now.) (I am using 32 bit color, 800 x 600 mode).

SOLVED!(my stupidity) BUG 2:
Also, since I don't want to save a huge transparency as a sprite, I wanted to use a dynamic sprite to resize it.  I put the following in game_start():

DynamicSprite *icon_sprite = DynamicSprite.CreateFromExistingSprite(85, true); //85 is slot for the transparency sprite
icon_sprite.Resize(800, 60);
gIconbar.BackgroundGraphic = icon_sprite.Graphic;

When I run, the only thing that shows up is a blue cup in the upper left corner at 0,0 with my buttons floating on 100% transparency.

I've moved this code around all over, but can't seem to get rid of the blue cup. The dynamic sprite is being created and being assigned a slot number (I can display it, and in all other ways it acts like a normal dynamic sprite) -- so why can't I use it as a background?


As to the button, this is the first button I've saved under 3.02, so am wondering what's up.  I can see no difference in properties, size, or characteristics in any of the properties panels.
#72
You are too quick!  I was about to edit and tell you that the reason I rarely use the animate option by clicking on the character screen is that most of my sprites are larger than about 200 pixels, and the animate feature cuts off their legs!
#73
http://img.photobucket.com/albums/v211/cmkinchi/AGS/anibug.png

Hope this shows the problem.  This is a view created using 3.0.  I upgraded to 3.01, and now to 3.02 rc1.
#74
re animation:

What I meant is that the animation doesn't pick up the flip settings you've set, so the resulting animation isn't terribly useful.
#75
Bug 3.02 RC 1

The animate feature in the "view" selection doesn't flip frames.

Otherwise, everything I've tried so far is working nicely.
#76
What's the scoop with the thin blue border that sometimes shows up and sometimes doesn't?  Any way to turn it off/on independent of the kind of background/alpha/method imported, etc. etc. used?  You can give it a color in the gui dialog, but sometimes seems to get overwritten, sometimes not.

(fyi, the additive experiment looks great, but only you know what has to go into such a fix and what else it might disturb!).

Thank you so much for working on this!


#77
Incredible!  It works!  Thanks, everyone.

To sum up: I have an inventory gui created with background transparency (color = 0), an alpha blended sprite as background image, and my inventory sprites imported WITH alpha channel AND saying that top left pixel is transparent.  Inventory items show up correctly, regardless of whether they were imported with or without alpha channel.

Will see if importing saying top left pixel is transparent also solves my overlay problem (was showing up with black background too).

EDIT: the alpha sprite shows up correctly on the original default inventory too.  So the trick is simply never to import with "leave as is" if there are any transparent areas.
#78
So does this mean that when I import a sprite with an alpha channel, I should NOT use "Leave as is" as the option?  That I should chose one of the image corners as the "transparent" color too?

#79
As suggested, I've made a new inventory gui using 0 for background color (per instructions) with alpha sprite as background image (which does odd things to the buttons, I must say!).  All the sprites stored with magenta (non-alpha) in inventory show perfectly on the alpha/transparent background.  Only the sprites uploaded with alpha channel show up with black background.  Have tried a bunch of things to try to fix this.  Will move discussion over to the other thread to avoid clutter here.  Will take a look at the verbcoin template and see if I have the same probems there.  (fyi, I run 800x600 resolution, 120 DPI, direct3d 9 driver, XP service pak 3).

#80
Another alpha channel bug:

Sprite imported with alpha channel shows up with black background in default inventory gui screen.  When you use it, transparency shows just fine. (3.01)
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