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Messages - homelightgames

#61
@AnasAbdin, ah, thanks, that's good to know.

@Crimson Wizard, okay that's good to know.  I guess, at least, I wasn't doing anything wrong.  I'll try to find a workaround for it, or something.

Thanks for your time, both of you.

visionmind
#62
@AnasAbdin, yeah I tried that (to copy the forum post I found), but the same error is thrown.  Not only that I don't know what 'void' means or does, and couldn't find its definition in the manual.

@Crimson Wizard, Yeah, I was hoping I could do this in a room script, but I'm not sure if it is possible, or if it is supposed to be possible.
#63
So, I've been trying to create a function in a room script that has optional parameters.  After looking through the forums and online help I found that I should be able to import the function before it is defined in the room script:

(this is only an example and not my actual code, but it's the same principle)
Code: ags

import function changeSprite(int sprNumberStart, int sprNumberEnd = 2);

function changeSprite(int sprNumberStart, int sprNumberEnd)
{
    object[1].Graphic = sprNumberStart;
    object[2].Graphic = sprNumberEnd;
}

In this example "sprNumberEnd" would be the optional parameter. Unfortunately, when I try this, it gives me a "Variable 'changeSprite' is already imported" message, which makes sense as an error, but from what I read it should work.

I don't know if I'm doing something wrong, or if AGS 3.3 is different than 2.72.  Any thoughts or ideas?

Thanks in advance.
#64
Awesome.

Money, meet mouth.

Preordered.
#65
I love Wadjet Eye and their games.  Sorry, I know this doesn't add much conversation, but I just had the thought while looking at the before and afters.
#66
Thanks Freidenker01.  I've made the subject change.

Also thanks for posting about Spine too.

visionmind
#67
I've been looking forward to the next Blackwell ever since the last game.

I love the atmospheric backgrounds.

Awesome stuff!
#68
Supported.

The artwork is beautiful.

I look forward to updates.

visionmind
#69
Even though I'm not a huge RPG fan, I would totally support a Kickstarter for this project to help support you guys and girl(s).  I love the detail in the artwork.  Keep up the good work!
#70
Okay, I'm glad I wasn't missing something really obvious.

Thanks for your reply and the links.

visionmind
#71
Is there a way to reorganize the sprite folders?

I know this might be a really stupid question (especially if there is a way to do it) but I've tried searching around, but could not find a definitive answer on whether or not it's possible to re-organize/re-sort/re-order the sprite folders, like moving some up, and others down. Or even just to be able to re-sort them alpha/numerically.

I like to separate sprites into folders that coincide with the rooms they are in, but I did not create the folders in order (because I didn't know I could re-order them).  I know I could rename the folders and move the many sprites around accordingly but I was hoping there might be an easier way. I do know that this is only superficial, but I would like to keep things as organized and clear for me as possible.

Thanks in advance.

visionmind
#72
I really think this could be the start of a wonderful thing. :)

Thanks Lucid, and your team.
#73
I think you're right, Ali, on where this sort of animation has typically been used, but I think it could also open the door for a more animated world in adventure games.  The amount of animation required for a lot of background characters would be daunting using normal sprites, but with this sort of animation you could give life to, not only, characters but wind blowing flags or grass, or whatever, with relative ease and not a lot of memory.

I think this could be especially nice for adventure games where it is typically one background at a time, instead of a moving background like a side-scroller, and where some more animated life could really be nice.  Not to mention better interaction animations with the main character.  I think the possibilities are endless.

Even if it's not this plugin I think an animation system like this could be really nice in AGS and adventure games in general.
#74
Thanks everyone.

I actually did the top level (the rails) too, but I couldn't think of a way to make them interesting (no junk, no scratches, no robots) because they were too plain.

I really need to work on and learn how to make good character art too, so I could at least do a walk around with a good hi-res character.

Thanks again everyone.

visionmind
#75
I tried, but it was terrible.  I even did an animation of it, and while the animation looked fine, the art itself was terrible.  I used a cutout method where all the joints were linked together, and if I had a good hi-res drawing of good ol' Roger it would have looked okay, especially if I took the time to smooth all the seams, but because my drawing was so primitive looking it just didn't work.

Thanks for your comments.

visionmind
#76
I made these a while ago and thought that I might as well share them.  They are higher resolution, which I know that not everyone likes, but I just wanted to see what SQ3 could look like with some more detail.  Not all of the backgrounds are created equal, but this is where I left them.

Without further ado...



















It's sort of nice to look at them fullscreen.

Anyways, I thought they may be enjoyed by others so here there they are.

visionmind
#77
I think it would be awesome if AGS had either a system like this or a plugin for this:

It's called Spriter:
http://www.brashmonkey.com/
http://www.kickstarter.com/projects/539087245/spriter

In Spriter's case I believe you use the program to animate your character and then you use their plugin for your game engine to use in your game.  I think the Kickstarter page nicely introduces/explains it.

The idea is to make a character, or animation, with parts that can be linked and hinged together that can be rotated, scaled and deformed, instead of making sprite frames for every animation.  Examples of this sort of animation would be in Odin Sphere and Muramasa: The Demon Blade. (according to the Kickstarter video)

While I'm not necessarily specifically suggesting a plugin from Spriter, I think something like this would be great for AGS for certain projects, since it would allow a lot of animation (even procedural animations) without a lot separate sprite frames, both for characters and for background elements.  It could really bring the game to life.

I don't know exactly what's being planned with AGS, but I just thought I'd pass it along because I really do think AGS could benefit from something like this to both save space and memory, but also to allow more FG and BG animations without extraneously taxing the system.

:)

PS Thanks to Freidenker01 who posted about a similar tool called Spine.
http://esotericsoftware.com/
#78
What a great idea!  I loved it.  I played it with my six year old, and it was perfect.

It inspires creativity, thinking, and the end product is fun.  Great idea.  Thank you.
#79
Maybe you have it's all about diversion and distraction.  One monster scares a kid, screams for the parents, while the parent(s) are out of their room another monster sneaks in and takes socks, which could be monster currency, or like the raw material, or something.  Maybe they rearrange things, or hide things, or use them in their dimension, which rearranges/hides it in ours.  Maybe rearranging things is like fixing the antenna, it channels the energy better.
Or maybe they have their fingers in the de-stressing pie.  Maybe the more they wind us up, make us lose sleep, the more stressed out we get and the more money we spend de-stressing our lives with anything to prescription drugs to those stress relieving devices.

Just some thought fodder.

Good luck rainkaimaramon.

visionmind
#80
Sorry i didn't respond earlier.  Yeah, by all means, mask out what doesn't work.  Glad I could contribute.

visionmind
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