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Messages - rickious

#61
Ah. cheers for the explanation. It explains another weird thing that was doing exactly that, (any item interaction completing the puzzle/task)

Thanks Monkey :)
#62
Hi,  I do alot of 3D modelling and rendering, although totally different software.  But I suggest a few things for you...

type 'tileable' or 'seamless' when looking for textures of bricks, grass etc, and tile them using blender (I havent got a clue how) OR tile them manually in photoshow or whatever software you use. 

Failing that, google for a field of whatever, find one a sinilar angle to your scene, and fade some of the field in.

Also, post-processing, you can add so much more to a scene using post-processing (basically adding and tweaking in photoshop etc), dirt, grime, shadows, smoke etc etc.  It more than makes up for basic textures and geometry in alot of cases.

Also, use .png not .jpg (presuming you are) as theres alot of artifacts in these screenshots which make it look more blurry that the real game probably is.

If you dont already, try rendering twice the size you need and scaling it down, that might make things look crisper too.

Heres an example, added some details like a bit of moss on rocks, blades of grass infront of shadows. rocks and house (to make grass look 3D), faded in a photo of a field, added some shadow to the mountain.

For the moss, grass blades I just used a clone brush from the grass area.  I used a layer ontop of the image so that its easy to undo or tweak what you do.



Going much further (the above only takes 5-10 mins depending how far you want to go) you could also add some good lighting effects from the windows etc, but without being part of the o0riginal render it takes time and may/may not be what you want...


#63
Sorted, what was wrong was I was loading a save point just prior to picking the boots up, but after fulfilling the prerequisits to be able to put them on.  I had changed all the sprites between making the save and re-loading to test.  So it was looking for sprite numbers thar were different.

So it was a false alarm.

My scripting works fine without the extra pair of brackets, presumably because there is no 'else'.  I think 'if' might not be the command to use in this case, but its working well.  But if you feel there is a tidier way to do it, please let me know.  The script I posted is the full script for putting the boots on, I select the boots, use them on the chartacter and it changes to the view with the boots.

#64
I set the boots view as 'normal' view for the character and its fine.  So its only the ChangeView that isnt loving things.

So, is there more to ChangeView?  or am I using the wrong script to permanently change the Normal view of a character?
#65
Its totally mixed up as to which frames to play.  For example, all the standing frames are using mid-walk images.  And I have quadrouple checked all the first images in the loops are standing.  When walking away, he turns left and right lol.

Ill try making a new test view now and change to that instead.
#66
Ah sorted it now.  Had to add 'PlugIn = false' when entering the SinkFilled room.
#67
Hmm, Almost solved.

PlugIn works fine, when you go to room 8, it runs...
Code: ags
SinkFilled = true;

but when I leave the SinkFilled view and go back, it goes back to the PlugIn view... :-\
#68
So, My character has boots in his inventory, you click the boots, then click the boots on the character...

Code: ags
function cEgo_UseInv()
{
  if(player.ActiveInventory == iCleanBoots)
    player.LoseInventory(iCleanBoots);
    cEgo.ChangeView(3);
}


View changes to '3:BOOTS' but its all muddled up.  I have checked the view and its identical to the bootless view in terms of animation, everything is in the right place.  I have ran the preview and everything runs smooth.

I have tried changing (3) to (BOOTS) and it does the same, really dont know what else to try.
#69
Excellent.  Thanks mate... again :-D
#70
I am using a multiple 'if' 'Bool' on a room transition.

Your in a cell, you can look at the sink to open a 1st person view room of the sink.  You can put the plug in and fill the sink, I have used 3 separate rooms for this, and when you put the plug in, it triggers the first 'Bool', fill the sink, the ssecond 'bool'....

The bools are so that if the player leaves the sink view and returns, they go to the correct view of the sink.

When I exit the sink at the plugin or filled point, the game crashes when I try to view it again...

'NewRoom: Cannot run this command, since there is a NewRoom command already queued to run'

Code: ags
{
  if (PlugIn==true)
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(8, 0, 0);
  }
  if (SinkFilled==true)
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(9, 0, 0);
  }
  else
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(2, 0, 0);
  }
}


Any ideas? Seems like its trying to run two ChangeRoom commands at once.

I have 2 bools setup for this in Global Variables.
PlugIn   bool   false
SinkFilled   bool   false
#71
Working on basic animated cursors....

         
#72
I already had the character so it was infinitely faster to fix with photoshop than re-rendering.  If I decide that it isnt good enough, i can always re-render.

But so you know, its DAZ3d I used for the character, the transparent backgrounds thing is a common issue.  It works on a certain renderer (which makes the character look like a waxwork or a very good cartoon) but not on the render settings I use which I think fit my VRay rendered backgrounds.

Im happy enough with this for now.  I need more gameplay at the moment, I can re-import the character later, or after the demo version.
#73
Cheers people, you learn something new every few hours with AGS (laugh)
#74
when you say 'call', how do i do that?  :-[
#75
Honza
Specifically I selected all the background, then used 'refine mask' to add 1px feather, 25% contrast, 50% shift edge.  That gave me a good enough effect.  I will manually tidy up the standing poses, the walking ones shouldnt matter.  Not quite as good as a re-render with proper transparent anti-aliasing, but more than good enough.
#76
I had to remove the save icon from the gPanel because i balled something up in the code somewhere somehow.  So I want to add a 'save' and 'load' icon, how do I link these to the save and load GUIs?

Thanks in advance.  I can get on with other things now.
#77
ah thats excellent :-D

Cheers you two.
#78
Hi Snarky.  Ideally, yes, Id render the character with a transparent background, frustratingly the renderer wouldnt save alpha layer pngs at the lower settings, and at the higher settings I really didnt like the look of the render :undecided:.  Ill have to readdress this later on, ill get stuck into the scripting, story etc for now and go back to the character renders as ill have to redo them properly.  Half-ass has its place, but id rather it not be in this game (nod)

Cheers Snarky and all.
#79
How exactly would I implement this code for a specific room only?

Presuming in GlobalScript.asc under...

Code: ags
function repeatedly_execute() {
#80
So, you look at a cupboard, the room changes to a close-up of the cupboard, its tall and thin so I dont want to waste room either sie, plus I want to show all the detail so I decided to make the room background double height. BUT its a first person view room.  So what methods and how can I scroll up and down?  I want to avoid physical arrows on the screen, it just wouldnt be fitting. 

So maybe a way to move up and down when you move the mouse up and down, the further from the centre of the screen the faster it moves up and down? 

Otherwise im open to ideas, and ideally ones where you can explain how to do it (laugh)
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