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Messages - scotch

#1601
Heh, I modelled quite sucessfully on Win Me in 3ds max while also running Photoshop at the same time.. I had 64mb or ram too :O

But yeah it's a lot more stable on Win2000 which is what I use now.

Modelling good heads is hard unless you can draw them well I think, certainly I find it a lot easier now I've practiced my 2d skills a bit more.
#1602
General Discussion / Re:Other game engines
Sun 18/05/2003 12:32:05
Sphere is my favorite 2d RPG engine, it requires a lot of scripting though..
for a 3D game it's harder, 3d Gamestudio from conitec seems ok I guess.. haven't tried it myself, but from someone who is trying to make a 3d rpg I can say it's a lot of work ._.

But, you should make 3rd person adventure games instead >:(
#1603
Ok :)  Well I guess we should start voting then.
I vote for Duzz.
#1604
Well AGS was designed for having video cuscenes, not whole games based on video though..
Just make your AVI file, (any kind of video file that will play in Windows media player) put it in your game directory, rename it to whatever you want to call it like filename.vid and use the PlayVideo script command:

Taken from the manual mutimedia section which you could have easily found yourself :P

PlayVideo
PlayVideo (string filename, int skip, int flags)

Plays an AVI or MPG file, or any other file type supported by Media Player.
FLAGS can be one of the following:

0: the video will be played at original size, with AVI audio
1: the video will be stretched to full screen, with appropriate
  black borders to maintain its aspect ratio and AVI audio.
10: original size, with game audio continuing (AVI audio muted)
11: stretched to full screen, with game audio continuing (AVI audio muted)

SKIP defines how the player can skip the video:
0  player can't skip video
1  player can press ESC to skip video
2  player can press any key to skip video
3  player can press any key or click mouse to skip

#1605
OTG is away in India ._.
So I guess that means an extention so I can enter.. just have to find the time now..
#1606
Adventure Related Talk & Chat / Re:Team Needed
Thu 15/05/2003 17:20:00
Well I planned to do another instagame pack once my couple of games are done, in a few weeks probably.  Not sure what the theme of the pack will be yet though.
#1607
On the room editor just press 'Animating Backgrounds' to animate the whole bg, to animate it as an object you could just cut out the sign when it's on and save that as a bitmap on it's own, then import it as a sprite, make a new object in the room, set it's image to the 'sign on' sprite then position it correctly.  In your script you'd have to script it becoming visible then dissappearing repeatedly.. a way you could do this is something like this in your repeatedly excecute interaction:

signcounter++;
if(signcounter==20){ObjectOff(Numberoftheobject);}
if(signcounter==40){ObjectOn(Numberoftheobject); signcounter=0)}

and in your room script near the top, outside any functions put the line

Int signcounter;

That would make the sign turn off after 20 game cycles and on after another 20 repeatedly, (there are usully 40 cycles per second)

If that is too hard then you could just animate the background, it basically just means the filesize will be bigger :)
#1608
It's gone over the bandwidth limit now \o/ so I didn't have to download your massive images like from the other thread ._. You really should resize them Quikstrike, not just make them smaller when posting..
#1609
hehe, m0ds the backgrounds were 2d ;D

Although the outside of the office looked quite 3d rendered it's easy to tell in my part and in the first room.
#1610
Ok I'm booked now :D

Hope I picked the right flights ;)
#1611
The backgrounds do need to have enough slots allocated to them, usually you reduce backgrounds to around 200 colours so there are enough slots for cahracters and invs.  Although if you make the bgs in paint you probably wouldn't have gone over 200 anyway ._.
#1612
Dual or any number of playable characters is no problem, you can just change the player character to another one with one line of script.  SetPlayerCharacter (VEATA); would change the PC to the monkey for example.  AGS script is really easy, good luck with the game :)
#1613
And I am not sorry about double posting.. I just really wanted the 20000th gen gen post.  Ok I am sorry.
#1614
Yes, I live your comics B ._. esp the French invasion ones.  The second of which was added to day btw peoples.
#1615
General Discussion / Re:Morals anyone?
Wed 14/05/2003 08:07:11
Ugh ._. please end now.
I'd gladly conceed evolution and all the rest was crap and give up all my scientific knowledge if it would end online christian vs evolution arguments :(
Go to some origins flamewar forum, this is not what the topic was about.
#1616
If you want a character called GWB to be placed at coordinates 204,56 then you put:

character[GBW].x = 204;
character[GBW].y = 56;

in the script.
#1617
I was talking about the correct thing \o/
#1618
I'll be booking on wednesday which according to my pc calendar is tommorrow.
#1619
Try Norman Cooks http://www.agsforums.com/games.php?action=detail&id=120

3d rendered graphics can work in ags.. although 2d is more suited obviously.  A good 3d artist should be able to make something that looks nice though.

I don't think you should use 800x600 though.. it's slow.. how fast is your machine?

Edit: And judging from your site you can make nice characters :) if it's animated well then it should look great.
#1620
Hmm, never tried 800x600x256.. but any 800x600 res is slow unfortunately.. Not many games are made in that res.  Personally I avoid playing them, they are too slow for my system :(
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