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Messages - rickious

#81
Sorted out the antialiasing issue using a nice macro in Photoshop (140 frames in about 5 minutes).  So here is an updated screenshot with a comparison.  Ill also replace the jaggy sprite screenshots in main post soon.

#82
Done, figured out a nice effect with photoshop, made a macro and ran all the sprite frames through it, im pretty happy with the new version. much smoother.  May still try and refine it further for the full version of the game.  Just working on the demo at the moment.  I think I could manually neaten up the edges on the standing frames and get away with it while walking otherwise.

Cheers for your help guys.

Here is a screenie with a comparison...

#83
So what im asking is,
is there is no true antialiasing of sprites within AGS? I dont mean alpha layers, I mean actual in-game real-time antialiasing.

If not thats fine, ill just do it pre AGS, its just so I know how to proceed.
#84
Directly fron the 3d software its antialiased against whatever colour background i have, I ideally want AGS to antialias real time, so its not just a PNG with a faded edge.

Im testing different levels of a feathered edge until It looks ok.  hopefully I can find something this way unless someone can tell me how to AA real-time in AGS (if possible)
#85
Yes it asks.

the images i used have sharp edges. I have tried with and without the alpha channel and no anti-alias.

is there something else im missing.  Its early enough that I can redo my character sprites and manually anti-alias in Photoshop and import with an alpha channel.  But I have read that scaling isnt great in this case.  I really want the most effective way to anti-alias, but dont want to resort to plugins etc.

What is the antialiasing that should happen within AGS? surely actual real-time antialiasing would be better.  Ill keep trying things...
#86
QuoteIt's enabled by default, but you can disable it like this:

game.disable_antialiasing = 1;
Im running in 32bit, Direct3D 9, but getting no anti-alias.  My sprites are png with alpha channel, so ill try with no alpha channel now.
#87
Excellent thanks.
#88
I have moved the anti aliasing issue to the critics lounge >>HERE<<
#89
Hi all.

How can I improve the anti aliasing around my character sprites?  If I manually anti alias in Photoshop before importing, it will only look good against one colour backgrounds.  and AGS doesn't seem to support levels of transparency.

Any ideas/suggestions?

Here is a screenshot example...
#90
Adeel S. Ahmed, yes I totally agree.  What can we do in terms of anti-alias in AGS? or a variable transparency for the edges maybe?  This is something I want to address before the release version of the demo.

Glad you like it so far.  I will post again once significant progress is made.  Might post in the Critics' Lounge in the mean time.
#91


Rickious Productions presents...

'Body Pharm'

Resolution:
1024 x 768

Style:
Realistic rendered backgrounds.

Genre:
Mystery, adventure with horror/thriller elements.

synopsis:
You awaken in a clean modern cell. No memory of who you are or why you are there.  Outside in the corridor is a corpse, inside the cell, a sink and toilet but no water.  How have you survived? why have you no memory of the past or present? what is your name?

The mystery will unravel in this modern adventure, revealing intrigue, corruption, medical experimentation and twists.

The demo will effectively be a playable intro for the complete game and will be skippable once the full game is released if I dont tweak this part too much between releasing the demo and the full game.

Progress/Status report (For the demo):
Music 100%
Sound 95%
Backgrounds 100%
Character art 100%
Storyline 100%
Dialogue 90%
Scripting 80%

  • The Beta demo will be used for limited play/bug testing.
  • After bug testing. fixing and some extra polish, the release demo will be distributed as part of a kickstarter campaign.
  • Kickstarter will be used to generate funds for voice acting, translation etc.
  • The demo will all take place within part of the facility you wake up in and will be around 10-15% of the completed game.  The full game will expand to the town in which the facility is located. external areas, and go deeper into the facility as its secrets unravel.

To-Do (for demo release)

  • GUI redesign/polish.
  • Create new cursors.
  • Further post-process editing of the backgrounds.
  • Add more clutter/detail to rooms.
  • Complete a minimum of 12 rooms.
  • Finish storyline and dialogue.
  • Polish and proof read the dialogue.
  • Bug test.
  • Have 3+ other people bug test.


The Team:
Name: Richard Howard (AKA Rickious)
Skills: Artist/Designer/Illustrator.
Currently I am working on the 3d modelling, renders, post process editing, texture artwork, storyline, scripting etc.

Name: Robert Howard
Skills: Audio composition, design and production
Professional, studio recorded SFX and Music, as well as creative input and feedback on storyline, playtesting etc.

Name: Benjamin Perry
Skills: Additional 3D modelling/rendering.
Ben is a Product designer, illustrator and fellow gamer.  He will be providing extra 3D models for the game including the 2nd playable character (images coming soon).
Mr Perry's Portfolio



Upcoming Team Members (after funding)

  • Assistant programmer (paid)
  • Editor/proofreader (paid)
  • Voice-over artist (paid)
  • Additional 3D Modeller/renderer (paid)
  • Closed Beta Playtesters/storyline development members (some of these places will be offered as part of crowdfunded packages)


Videos...(will be updated as progress is made)
Alpha playthrough

[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/jC2sUE2mBBk" frameborder="0" allowfullscreen></iframe>[/embed]

Early WIP Main Menu test - Awaiting more tweaking, music and SFX.
[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/D1dwFPtqk7I" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots...

         












#92
8-0
Cheers for the heads up :)
#93
Cheers.
I might go for the 'Stands on Hotspot" solution.  Im finding it hard not to want all the little details like this in place from the beginning so I appreciate you help.
#94
Thanks you two.

To extrapolate, I have a corridor which I will use twice, 1 version of the room will be when you are at the back end, the other version you will be at the front (perspective with the corridor coming towards you).  In the middle is something the player doesnt want to go near.

So, I have a hotspot ready to cover the area that you want to move to and cant.  When you click to walk there he just stops at the walkable areas limit.

So, I want the walk icon to interact with the hotspot triggering a 'Display'  The 'Any Click' isnt giving me a message when in walk mode, only with talk, interact and look.

This isnt a biggie, Ill just have messages saying you cant reach etc for the area instead otherwise.  I just thought there would be code for 'Walk' like there is for interact, look etc.
#95
How do I display message when you click to walk in an area that in inaccessible?
#96
I changed it to..
Code: ags
  if (DoorUnlocked) cEgo.Say("TEST");
and it worked.  So at the moment it says its locked until you talk to the door then it now says "TEST", so ill model and render my next room and carry on.

Cheers.  Sure Ill see you in another noob help request thread (by me) soon. (roll)
#97
right I put a ';' after the initial 'bool DoorUnlocked = false'

then I get...

Parse error in expr near 'DoorUnlocked' (At the 'if (DoorUnlocked = true)'
#98
QuoteI think he means he wants to enable the 'interact' function as a result of runing the 'talk' function. Is that right, Rickious?
Yes thats right. (laugh)

Made the changes and getting error...
Expected ',' or ';', not 'int' (referring to the line 'bool DoorUnlocked = false')

Looking into a fix now but if you know whats wrong please do say.  Ill post if I fix this before a reply.
#99
Thanks for the question replies and the tips.

Ill try that variable to change the interact for the door now

Ill get into the habit of renaming hotspots when I make them

I would be adding some kind of comment for trying to interact/talk etc to things that dont need you to yet/anymore/ever, I just wanted to get some solid work done on the basics for now, but probably best to do it as I go along.  Im still only in my first room, wanted to get my interact with the door done before moving out. 
#100
Im sure the answer is online for this but after a day and a half of trying to word it right on here, the help file, and Google I give up and will ask the experts (you) :-D

So, the character talks to a hotspot for a one off event.  Basically asking someone to open a door. Then I want the player to be able to interact with the door to exit the room.
Code: ags

function hHotspot2_Talk()

{
  if (Game.DoOnceOnly("Talk to door1"))
  {
    cEgo.Say("Can you open this door for me... Please.");
    Wait(30)
    adoor3.Play();
  }
   Display("The door now unlocked");
}


So, you talk to the door. Character says "can you open this door for me... Please".  Then sound 'adoor3' (sound of door unlocking) plays after a short pause for the on screen dialogue.  The final 'Display' is simply so there is still a reaction if you try to talk to the door again (as the game crashed if I tried talking to the hotspot again so I added this until I figure that out.).

QUESTION 1 How do I now make the door hotspot 'Interact' enabled as a result of the above.

QUESTION 2 How do I make a new reaction to the player talking to this hotspot which will only run all future times and NOT this time.  At the moment with my basic code, the final 'Display("The door now unlocked");' runs at the end of the initial 'talk' and all future ones. So I want a separate initial reaction and all future reactions.

QUESTION 3 How can I close the 'talk' option at the end of this 'DoOnceOnly' event so nothing happens (for future reference.)

Thanks in advance as Im sure this is easy enough for seasoned scripters to answer.
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