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Messages - hedgefield

#121
The game looks amazing Fitz! Color palette kinda reminds me of !. Looking forward to playing this one. :)
#122
I generally don't have that issue, probably because I hardly ever run AGS games fullscreen, but what I do experience is that I have to tap twice to simulate a single click inside an AGS game. Somehow it doesn't detect the tablet's first click so I have to double up everything. Pretty tiresome after a while :)
#123
Same here. Sent the beta off to playtesters two days ago, so what's left is fixing a handful of bugs and doing some animations. I should be able to submit somewhere in the course of wednesday.
#124
Hm, well fair enough. It doesn't look TOO bad, and it's better than not having any alpha at all, so if that's the lay of the land right now then I'll take it.
#125
Sweet, cheers! I spent the whole day just getting the final puzzle to work right, so this means I can breathe a little easier now :)
#126
Seconded, wednesday (or a bit later) would be real good since this weekend is going to be very chaotic for me (two birthdays and various QueensDay celebrations/activities here in Holland). Otherwise that would leave me with today only and I still have to do all the animations, not to mention some serious testing...
#127
Heyo, I'm having a bit of trouble with my alpha-blended GUI buttons on my alpha-blended GUI. I know it's been discussed before but the suggested fixes don't seem to work and generally it's all a bit confusing.

The setup is this:
- a 32-bit game, 1024x768, with AdditiveOpacity, built in AGS 3.1.2.
- a GUI with the background set to 0 (transparent) and an alpha blended PNG as background.
- a handful of buttons with alpha blended PNGs.

I first imported the GUI background image with the alpha channel but chose No Transparency since there technically really isn't a single transparent pixel in the whole thing. I later added a transparent border to it and chose to use the alpha channel and then the top-left pixel, but this didn't seem to yield a difference. The button sprites themselves all have large transparent bits and use the alpha channel + top-left pixel transparency.

When I remove the GUI background image and just leave the thing transparent, the buttons do display correctly.

          PSD                      ingame                ingame no bg



Help?
#128
I'm pretty much in the same boat. Taking a few days off this week to make a little sprint to the finishline!
#129
Good to hear everyone's getting along well. I've been keeping a little dev diary for my own entry ova 'ere. Code-wise I'd say I'm at about 75%, and graphics are coming up to the halfway point now.
#130
Cool, the hints were exactly what I needed to finish the game! I got the hang of it pretty quickly but I only got as far as
Spoiler
picking up the popcorn bag and I had no idea what to use it on or what the bird was for.
[close]
Nice game man, something else for a change and the graphics are gorgeous.
#131
Well the thing is that the scripts are cascading. If you look at the list of scripts in the editor, everything you defined in the topmost script can be used by all scripts below it. But if you define something in the script at the bottom, only that script can use it (unless you move it up in the list).

Defining interdependant functions that way can be a real pain, I know :)
#132
I noticed there is a game.inventory_greys_out variable, but not one for ALL GUI controls. So during the game you cannot toggle the setting where it greys out inactive controls for anything other than the default inventory. Not a huge deal but it's a bit of an annoyance in some cases.
#133
I'd say 'no install required' would be the gist of it, right? Not that I ever had problems running AGS on multiple PC's from one folder in my Dropbox, but it's a nice initiative, and perhaps the first step in making the engine a little more receptive to other OSes in the future.
#134
Well then you better step it up because my game is 15 minutes! (no joke)

And man Wham, that blows. Hope you feel better soon and get to finish your game!
#135
I've been having occasional trouble triggering the autocomplete. Sometimes it just stop working from one moment to the next. I then have to build/run the game to reactivate it. Doesn't matter if it compiles without errors or not, just the act of running it somehow kicks up the autocomplete again.
#136
Have you worked with AGS before or is this your first time? If so I would advise to at least go through the basic tutorial first (included in the game help file). It's okay if what you build in the tutorial is more traditional than what you want to make eventually, it will help you understand the engine, which is useful once you start to build your own game.

If you still don't know where to start after that it might be useful to come up with one puzzle to use as an example, and we can look at that and suggest what you would have to do to make it work. It's easier to give advice for a specific example than just guess at what you want to do. :)

From the sound of things though it shouldn't be too hard to replicate Layton's gameplay style in AGS. Most of what you want to do can be achieved by placing hotspots or objects, and you can hide the player easily by setting ShowPlayerCharacter to false from the sidebar. The complexity of the puzzle rooms themselves depends entirely on the type of puzzle ofcourse (does it have moving parts, do you have to type in a number, etc...)
#137
Something that occured to me yesterday is that it would be cool if the shakescreenbackground command could be expanded on a little bit. Right now it only goes up and down, and it doesn't exactly interpolate between those two (aka the movement is not smooth at all if you set the speed very low). I've no idea how it does what it does exactly or what the limitations are, but taking a cue from the Tween module, it would be nice if we could smooth out the movement, and also shake left and right, perhaps even introduce a random into it. Putting those ingredients together you could create a pretty nice shakycam effect.
#138
Liking the theme this time. It immediately sparked some ideas in my mind. I think I'll participate in this one :)
#139
General Discussion / Re: Japan - Fallout
Fri 01/04/2011 12:53:56
On a related note, it seems the EU quietly passed a new regulation last weekend that allows for a sharp increase of the maximum radiation level in Japanese food imported to Europe. The values differ across the different food categories, but the biggest increase was in the fish oils and spices where the limit was raised from 600 Becquerels (whatever those might be) to 12500 Bq.

Read more at http://bit.ly/fd6NWk (sorry for linking through Google Translate, but the news is only just breaking and most sources are in German).
#140
You could also use the transparency function in the Tween Module with that black GUI, or even a black object the size of the screen, which will avoid any rep_ex business entirely.
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