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Messages - scotch

#1321
I get a similar error on windows 2000, surprised it runs on yours.. I've never got a dos ags game to work on here, or my friend's windows XP, strange.
#1322
Well a redout death sequence is pretty vague.. depends how you'd want it to look.  I'd imagine you'd be tinting the whole screen though, not just the character.. a multiply blend might look good.. although you could do it with the colour method I showed, it's kind of a different thing to character tinting though.
#1323
I made an extensive post about this >:| my connection is being really bad.

I think they mean BASS style walking, only walking up or across and ive needing to go on a diagonal moving in an L shape.  AGS can't do that by default, although it sounds like it might be possible to script.. not easy by any means though.
#1324
These are 3d adventures though Archangel, with the perspective and scaling ;)  perhaps I'm the only one thinking of rays bouncing around scenes and indirect lighting..

I'd use this almost everywhere.. I rarely use white light or grey shadows and even if it's just subtle tint I'm sure it'll improve the images somewhat. And as archangel says it'd be useful for sunsets or any scene where light is coloured strongly, you'd have to change characters views as it is now.
#1325
General Discussion / Re:what language is this
Tue 12/08/2003 23:06:00
So.. do you care to translate? :)
#1327
Not really, there's no mac equivalent of ags to my knowledge.. (get a proper computer ;)) although as it was pointed out there's a Linux port of the AGS engine.. perhaps a mac one wouldn't be too hard as long as we can find a mac user who can make a port (you know of anyone?).  Some of the old adventure games were available for mac weren't they?  There might be an untapped community of adventure game fans there..

As for actually making adventure games on a mac.. I don't think you'll be able to unless you have a good windows emulator ;)
#1328
:P no that's definately much worse.. and not the effect you want.. multiply only makes darker colours (I use them for colouring lineart) and we don't want the brightness of the image to change, just the colour (we have light levels already)
#1329
I don't think a setup is needed either, if someone can't unzip a zip file then they aren't going to be able to use AGS..

This version has scaled walk speeds which I will be forever thankful for :)  Character movement is almost perfect now (except for seperate x and y speeds)
Looking forward to 2.57 ;D
#1330
character[ID].room=whatever;
character[ID].x=whatever;
character[ID].y=whatever;

That should work..

If the character is moving at the time I don't think it will though, try putting a StopMoving(Charid) before it all.
#1331
CJ, what I'd like now actually is something like this

Just 2 parameters to set, tint colour and tint amount (percentage).
then it does a 100% colourisation of the image with the tint colour and blends it back with the original coloured image at tint amount opacity.  That is what PS is doing as far as I can tell.  Sounds slow though..

I made a diagram ;)

#1332
It's possible, it doesn't look very good in my opinion (at least compared to a proper 3d engine game) but you can do it, yes.
There is no current public adventure game engine that allows for 3d characters like Grim Fandango, Wintermute did in one demo apparently but no longer (believe me I've looked around for one :) )

Norman Cooks is probably the best example of a 3d rendered game in AGS.
#1333
I don't, and because of the same thing you said.. it doesn't work quite the way I'd like.  CJ asked me how I'd prefer it to work at mittens, I wasn't sure of the exact method but I'd like it to be able to tint the existing colours rather than do what would be called colorising in PSP or PS which I think is what it does now.

What I'd like is something like this if you're reading CJ ;)
in PSP or PS get a character, now make a new layer above it, fill the layer with the tint colour and set it to 'colour' mode.  Then slide the layer opacity slider around for different tint amounts.  The brightness would be controlled by the light level, and with this method you could properly simulate a coloured lighting effect which I think would be it's main use.

I'm not sure of exactly how to do this but maybe you can work it out if it's not too slow in game.

Edit: from the photoshop help file on that blend mode if it's any help:

'Creates a result color with the luminance of the base color and the hue and saturation of the blend color. This preserves the gray levels in the image and is useful for coloring monochrome images and for tinting color images.'
#1334
Adventure Related Talk & Chat / Re:yeenglish
Sun 10/08/2003 01:30:42
You and Helm asked me this at mittens, and I said you generally speak english as well as us.. well that's almost true ;)
Gramatically it isn't wrong, and without the obvious accent in real life you may as well be American or British, sometimes sentences are slightly odd, just not quite how a native speaker would say something such as in

'Do I sound stupid, even without knowing this?'

I think 'Do I sound stupid without knowing it?' would be a more natural way to say it for me at least.  But unless you are looking for it it's not noticable and well within the boundaries of the various ways people write...

So for the majority of AGSers writing at least it doesn't change the enjoyment of the game.

When it is bad though, it can be funny, like when Farlander makes little mistakes, but you lot seem to find it as amusing as we do (perhaps moreso because you're probably putting more effort into your words than a native speaker)

Does it matter? When it's damaging how a character comes across or ruining a description of something it does, but I haven't come across anything that bad in AGS so far.
I personally quite like the unusual phrasing and different choice of words, it doesn't sound bad, it usually just sounds different.

Edit: Thinking of that night, is there anywhere I can get some of that music of yours that you were playing?  I really did like a lot of it :)

Edit 2: Oh and slightly on topic, I think I actually prefered the ones in Polish somehow.. so perhaps the foreign English speaking does put me off, might just be a cooincidence though.
#1335
The missing () are where you put IsGamePaused instead of IsGamePaused() I think.


if ((keycode==32) && (IsGamePaused()==0)) {
PauseGame();
}
else if ((keycode==32) && (IsGamePaused()==1)) {
UnPauseGame();
}

when using functions to get values you still need to put the () in even if there are no values to pass.

edit: And yes I think spacebar is a good pause key.
#1336
General Discussion / Re:Strange....
Sat 09/08/2003 20:23:00
Not sure what I wanted to be.. perhaps a programmer or mathematician or an inventor but I really lost interest in school once I was 13 so that's not something I'm educated enough to do.
Now I'd like to do something arty preferably, well not art art.. but making pretty images ;)  Animation is nice, game art would be a dream job suppose, I'd love to work at that, pushing the limits of technology and bringing some beauty into games which is rarely there at the moment. (I really wish I had a state of the art 3d adventure game engine to play with :))
#1337
When did this happen? I can only think of one slightly dissapointing one recently.. they just aren't making enough of them anymore.  Luckily this one doesn't seem to have been much of an adventure game.
#1338
I quite like it too, one way around it is just to have less smooth gradients, sicne you are working in 3d break it up with more details and bump maps... it won't be so noticable then.  CJ seemed to be considering adding 32bit colour to ags one day, so you could wait til then if you like ;)
#1339
Yes, please lock it :'(
I can't take another one.
#1340
I've been here nearly a year.. what have I done?
Day 1, ask if ags will ever support 3d characters (still waiting :P)
Day 2 onwards, do art for other people's games.

It's been fun.
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