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Messages - scotch

#1421
There's loads of cross eyed stereoscopic images around.. even a few porn sites have caught on :)

They're easy to take.. just take a photo from where your right eye would be of a scene, then another from where the left would be ._.

Oh, and I saw it \o/
#1422
General Discussion / Re:zork 1 vga remake?
Tue 08/07/2003 13:50:22
Yeah I got what you meant :)

Actually I was doing this.. with someone who left the community it seems..  the 360 degree problem can be overcomed with some careful planning.. there are a lot of rooms in zork though. It'd be hard.
#1423
Scotch's Prefabricated Answers #8

'How do I post images on the critics lounge forum?

Well, if you know how to get a website online that's a start.  Basically you need a host that allows hotlinking, this mean they will allow you to link to your images on other sites, like the AGS forums.

One useful place to upload things for the critics lounge (it's for AGS use only) is http://www.2dadventure.com/ags/upload/upload.html.  If your image was coolbg1.gif and you upload it there and then it would be found at http://www.2dadventure.com/ags/coolbg1.gif

If you already have a web host but they won't allow you hot hotlink you can put http://invis.free.anonymizer.com/ in front of the address of the image.

One it is uploaded to a web server you come here and post your message with the [ img]http://www.2dadventure.com/ags/coolbg1.gif[ /img] command and your pic would show up

(you would take the spaces out of [ img] and [ /img] though, I put them in so the board wouldn't interpret them as me trying to actually put an image in)

Hope that explains it. '


Edit: Forgot to put in that that the acceptable formats are: png, gif and jpg.  bmps need to be converted to something smaller.. and that doesn't mean renaming them :P
#1424
That site is down m0ds.
'You don't have permission to access to this document on this server. '
#1425
I'll post for Scotch.
#1426
Beginners' Technical Questions / Re:The icon
Sun 06/07/2003 21:57:46
You can make your own, in an icon editing program. have to be 16 colours, 32x32.

Then put them in your game folder called USER.ICO

Not sure of one place but if you want pre made icons there are probably sites for them, try searching google.
#1427
Beta 3 is the best beta ever :'(

Thankyou so much CJ!

The scaling problem fixed, custom properties, crossfade.  Is there anything left for version 2.57?
#1428
just name your music and sounds

music1.mid or music2.mp3 or sound1.wav or sound54.ogg and put them in your game folder

the number part is the number you use to call the sound in ags. So id you tell it to play music 5 it's play music4.whatever
#1429
Critics' Lounge / Re:God Walk
Sun 06/07/2003 17:31:35
I also prefer the old one, but the new one is nice too.  Pick whatever fits nicest with the rest of the game.

Glad to see this is continuing :)
#1430
I don't think anybody uses a 16 bit editing program..

In fact I don't know of one.  PS, PSP and GIMP etc edit in 32 bit colour, that's why colours get changed when you import into ags.

If you add it you could just have the option 16 or 32, and it'd get reduced to fit in 16 like it does now.
#1431
Usually all the animation is done with views, import the frames of your animation into the sprite manager and set them up in a new view as a sequence of frames.

When you want the object to animate make ags run a script, in the script use the commands

SetObjectView (int object, int view); // to set the object to the right view.
AnimateObject (int object, int loop, int speed, int repeat);  // to start it animating.

if the object is object 3 and the view you've made is view 6 and the sequence of frames is in loop 0 and you want the object frame to change every 3 game frames and you want the animation to loop that would be

SetObjectView (3, 6);
AnimateObject (3, 0, 3, 1);
#1432
I use photoshop, best general graphics program really.  3D will take you longer to learn to use than 2d, 2d is just what people are generally more used to.
(Unless you use poser and bryce etc ;) )

Main advantage of PS and PSP are the unlimited undo and layers.  Layers are very useful for lots of things such as lighting or shading effects, seeing what your characters look like on top of the your background, animating frames and more.
#1433
Why? So more people could play it, it was a fair while ago, my PC could just about do 16 bit colour in 640x480 but a lot couldn't.
It really is 256, they've managed the palettes well and probably spent time hand dithering stuff after the program has done it.  It's not really hard to to that yourself.  When painting your backgrounds just try to use a limited range of colours in each one.  There are programs like debabeliser which manage palettes and they probably used something like that on CMI, but you can do it ok just with PS or PSP probably.

(CMI is the main reason I don't mind using 256 colour, and the higher the res, the less noticable the dithering is.)
#1434
General Discussion / Re:The 4th of July
Sat 05/07/2003 12:52:21
It's the 5th :| Get back to work!
#1435
Seriously Jesus, it's 256 (and definately 640x480).  And looks it, check out the dithering.. but does it look bad?  No.

800x600 art is pretty unpixelly unless you have a huge monitor (19 inch or more..) and most people don't.

32 bit colour would be a more noticable improvement (and less art work increase) and even that wouldn't be really noticable.  1024x768 is a waste of filesize, cpu time and art effort IMO and I'm not some die hard low res pixeler by any means.

As you can see CMI looks great at 640x480, 800x600 is a slight gain in quality (Why I'm doing it for my game..) but it is a lot more work.

Remember DVD video is 720 x 480 and that's sharp, picking a full screen graphics mode is much different from picking a desktop res..


Edit:  Also, TLJ is 640x480 - as a minimum, not sure if you can increase that.
#1436
Monkey Island 3 was 640x480 and 256 colour..
I'm making an 800x600 game at the moment, it's 256 colour though so it's pretty fast.. I really don't think you need more than 800x600 though..

Divx is supported, anything that will play in media play is.. but people have to ahve the codec of course.

I don't thinkAGS will support higher resolutions any time soon, and it's not really needed IMO..
#1437
I vote Rincewind.
#1438
jpgs mess up your graphics because they are 'lossy', zoom into a jpg and compare with the original image and you'll see what I mean..
AGS only imports bmp and pcx, pcx is a bit smaller because it uses fairly basic compression, bmp uses none.

Png support would be nice, it's gives the best filesizes and is lossless and supports 256 and high colour, and alpha if CJ does add that at some point.

For now, use pcx.
#1439
I noticed you also have a game called Bugger in which you can become the 'Bugger god' :O

Good luck with your game though, a christian message wouldn't put me off and I'm an athiest.. just try to make the game good :)
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