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Messages - hedgefield

#422
Good point about handles.

Maybe board up the windows. Some cogwebs here and there.
#423
Did a quick n dirty paintover. Is it gonna take place during the day, or at night?

I presumed night, as you can see. The window light casting is a bit wonky, but you get the idea.


For a ghost mansion I reckon that looks about right.
#424
Quote from: pro_designer on Sun 22/01/2006 17:57:12
I'm doing a get-out-of-the-room 3d-style game, but at the moment my character is the size of a lego person compared to the furniture etc. Just wondering if, when I made my character taller would that lift the camera height up?

I'm not quite sure why you brought up camera height. But I don't think that's an issue. AGS doesn't work that way.

Try making a walkable area and setting the scaling to 200. If your character is then too big, input values between 100 and 200 until the character fits in compared to the furniture.
#425
Quote from: ildu on Fri 20/01/2006 16:04:12
I wasn't exactly enthusiastic about the contents after seeing what the trailer was all about.
Same. Trailers like that annoy me. Just like the first trailer of The Da Vinci Code. Real footage damnit!

Quote from: Mordalles on Thu 19/01/2006 20:15:11
i can see nico's apartment is a rework, but its just copied from bs 1. the other 3 looks like they come directly out of bs 1.
They took familiar locations from the actual BS games and pimped them a bit. You know, sharpness, gradient, blur, new chars, some misc stuff.


BTW, in the demo, the piece of blurred cupboard in the forgeground is actually exactly the same as in the Irish pub in BS1, only mirrored.
#426
Instead of 'player walks onto region', put that bit in 'while player stands on region'. Works for me.
#427
Wouldn't it be easier to close the GUI when you press/select a cursor mode there? I'm not sure how extensive your GUI is. I have a similar GUI (Right-click = GUI with all cursor modes. You click on one, and it changes to that and closes GUI). I use 2.6, so I guess for 2.7 it's something like:

Under sectionstart on_mouse_click:

  if (button == eMouseRight) {   
    gKarma.Visible = true;
    Gui.SetPosition (Karma, mouse.x, mouse.y);
}


And under sectionstart interface_click:

  if (gKarma.Visible == true) {
        if (button == BUTTONNUMBER) {       
         gKarma.Visible == false
         SetCursorMode(CURSORMODE#AFFILIATEDWITHTHATBUTTON);
        }
        if (button == SOMEOTHERBUTTONNUMBER) {       
         gKarma.Visible == false
         SetCursorMode(CURSORMODE#AFFILIATEDWITHTHATBUTTON);
        etc etc
#429
Fantastic initiative, very useful!
#430
Critics' Lounge / Re: Shading on character
Sun 15/01/2006 19:06:06
I googled artgem lasso tool (and surprisingly the first hit was Increators background tut :D). I don't have any experience with Artgem, but I reckon it's fairly similar to Photoshop. You can draw custom selections then, useful if the area you want to move isn't square.
#431
Quote from: mattgoble on Sun 15/01/2006 17:10:50
Respect, where respect is due  ;D
Cheater! He's looking. :P

I remember seeing a commercial a few years ago where a menu popped up after some guy was fiddling with a bra. Now that would be useful. For a lot of things.

[EDIT]
Heh, I can't believe I actually found it again.

#432
Yup, (3) for me too. I think another benefit of this approach is that if people like it, you get more motivated, and in turn (at least for me that is) you go about improving/polishing what you have. You come up with new ideas, you rethink what you have and you improve it. This way the final product will be different from the demo, and a pleasant surprise for those who will play it.
#433
AGS Games in Production / Re: 0
Sun 15/01/2006 17:20:37
Yeah, I reckon Darth will be here any second. In the meantime, I might as well wonder why VII erased his posts...
#434
Oh well, why the heck not...

The Majestic Conspiracy.
Mirror 1
Mirror 2

I'll put it up for best demo. I'll refrain from plugging it for anything else until it's done. (Which doesn't mean you can't ;))

I'd also like to use this opportunity to say that I'm still working on it, just about 50% now.
#435
Sounds good.:) Maybe a little more articulation and it'll be fine. And cut the exhale noise.
#436
Sounds complicated. I'm not much of a mathematic/scripting genius. I'm sure others are.

An easy work-around would be just to specify a click(maybe with only a certain cursormode) on your enemy as a gunshot. So you press a button, he dies. Just like real-life warfare ;) Sure you're accuracy would be 100%, but it'll be fun.
#437
Oh yeah my bad, I read 01:30 instead of 01:03 :)
#438
"Using in-game footage and some very minor tweaks, this movie tells the storyline of Ben's struggle to clear his and his biker gang's name when they are falsely accused of murder. The GUI is hidden throughout the movie, gameplay elements, cutscenes and dialogue that add little to the overall storyline have either been trimmed or completely removed."

http://www.gamershell.com/download_12100.shtml


It's 90 63 minutes of pure gaming nostalgia. :D
#439
Another happy new year! It's 13:45 here, and I've only just gotten up. Yeah I'm pretty wasted...
#440
Advanced Technical Forum / Re: AGS for 64-bit
Thu 29/12/2005 11:17:20
If you intend to convert video, burn a cd, surf the web, look at some pictures AND play an AGS game at the same time, sure, it'll be very useful.

64-bit doesn't make any existing program run faster. It only makes sure it ontinues running at optimal speed while you have a few other high-demand programs open alongside it (given it has 64-bit support AND you have a 64-bit processor).
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