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Messages - hedgefield

#21
Quote from: Snarky on Sun 18/09/2011 09:31:12
There isn't a module or anything for this, is there?

There is, actually. A very robust one made by SSH called the Description Module. I'm surprised no one has mentioned it yet.
#22
Advanced Technical Forum / Re: Windows-8 & AGS
Sat 17/09/2011 19:47:22
To me it basically looks like Win7 with a better taskmanager and a mostly useless MediaCenter-like shell full of bright colors that give me a headache. I watched the Gizmodo eight-minute highlight reel, and I was like... this is it?
#23
Ha well I could, but that might complicate things. Then you get the matter of resolutionsss, and inventory styles and functions are often a matter of taste. But making one is not that hard if you keep it simple. Just make a new GUI, any size or shape you want, and add the inventory window element to it (click the button drag a box), that's it! By default it should have the right name for my module to work.
If you really want I could include my inventory bar as a seperate add-on, but it's not much more than what I just described plus some screen-edge-toggle magic. :)
#24
Beginners' Technical Questions / Re: Modulous
Wed 14/09/2011 13:21:34
Or if you're looking for another way to quickly tint the screen red, you could use TintScreen(red, green, blue);
#25
My favourite studio would have to be Naughty Dog, I just love Uncharted and their whole design process and company structure. Starbreeze I like too. As far as adventure game developers go I'd say Wadjet Eye and Revolution. They put out consistently good games (even if Revolution is starting to go the Nintendo way a little bit with their re-re-re-releases :))
#26
Critics' Lounge / Re: A house on the hill.
Tue 13/09/2011 13:02:21
Great!
#27
General Discussion / Re: Creating a CV
Tue 13/09/2011 13:00:20
You could also open a LinkedIn account, fill out some stuff about yourself and your skills, and then let the LinkinInLabs Resume Builder do the work for you. :)
#28
Hm, I was semi-convinced I had posted there before. I guess those must have been inceptions. :)
#29
Oh woops sorry, put it in the wrong directory. Fixed.
#31
Since I can't seem to post in the Modules board anymore, here goes:

Following this thread there seemed to be a demand for an updated single-cursor / two-click interface, also known as Broken Sword / BASS controls, and since I've scripted several permutations of it for my own projects I thought I'd compile it all into an easy-to-use module for you guys.

With LMB you perform the WalkTo/Interact/Talk action, and with RMB the LookAt action. There is also an optional extention for when you have a custom inventory, which puts select/combine on your LMB and deselect/examine on your RMB. If you want you can also swap this configuration around.

Download

After you import the module, follow these three steps to get everything working:

1. Remove the entire on_mouse_click function from your Globalscript.asc (or at least any code related to walk/talk/interact/look if you have other stuff in there).
2. Make sure you have one GUI with an inv window called InventoryWindow1 AND at least one inventory item or the whole thing will not work.
3. Use the bool SC_SwapLeftRight = true/false and the function CustomInv(true/false) in your game_start function to modify the controls.

The custom inventory thing could use some more testing, so let me know how it works for you or if you have any requests for additional configurations.
#32
Advanced Technical Forum / Re: Unhandled error
Sun 11/09/2011 20:52:06
That is heart-stopping stuff right there. I've seen similar errors a few times during building, mainly because Dropbox sometimes tries to get its grubby paws on the exe before it is done building. Usually building again right afterwards solves the problem.

Remember: THOU SHALT ALWAYS BACKUP. ;)
#33
I'd drop the transparency a little lower still, maybe a slight blur to soften them up. To get hard dark shadows like that there would have to be a searchlight outside the window, pointing in. :)

Plus the color of the window shadows is grey, while the ambient shadow of the room is purple.
#34
Critics' Lounge / Re: A house on the hill.
Sun 11/09/2011 20:24:49
Well I am a fan of outlines, probably because I do a lot of cartoon lineart. I think in your case both would look good, although I would suggest maybe limiting outlines to characters and objects. So in this case, remove them from the path/road and the tree, and things would be more consistent.

Also, dude, you make crazy-good-looking cars.
#35
Sounds great, I look forward to seeing it in the next build!
#36
Forget about Realplayer and just use the websites Keepvid or Clipnabber classic to grab an MP4/FLV off Youtube or similar websites directly.

I hope AGS will one day support H264, as it is the format of choice in the video editing world (and I just never want to hassle with DivX or the like anymore). What is the best format to use right now though? OGG? I have some WMVs but they will not play in fullscreen.
#37
Thanks Khris. Hm well I can work around that I suppose. I tried the custom say function before, I just couldn't get my head around building a queue at the time. I had everything else in place; Display text that closed itself after a timeout depending on the length of the string, position over characters and all, but queueing stuff up so you can skip it one line at a time was the missing link. I could integrate the QueuedSpeech module, but it seems like a lot of effort, in this case a non-clickable character should do fine, it's not a dialogue-heavy game.
#38
I could take a stab at it, although my own single-cursor script is set up a little differently. For me LMB is walk/talk/interact, and RMB is look. I suppose it would be pretty easy to flip them though. Then I have an additional clause that handles custom inventory stuff, like LMB is select/combine, RMB is deselect/examine.
#39
So I'm trying to put a little semitransparent textbox behind the speech text in my game, but there is something funky going on when I try to line the two up.

I have one GUI, 1000x64, left:100, top:392.
Then I use a SayAt command to put the text on top of it, but then this happens:



First of all 430 seems way too far from 392 to give me that little spacing between the top of the box and the text (confirmed when putting SayAt at 392 the text hovers halfway above the box), but then a two-pixel difference makes the text jump down all the way below the box! Is there some sort of issue with displaying text over a GUI that I am unaware of?
#40
Yeah unexpected EndOfFunction usually means there's a bracket or parenthesis missing somewhere. If you can't find it right away, try commenting out parts of the code and see if the error still occurs. That should help you narrow down the culprit function.
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