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Messages - scotch

#1801
Completed Game Announcements / Re:Island Quest
Sat 15/03/2003 02:55:13
freak ._. ._.
#1802
Yes, that's why I think this antialiasing needs a different name.
The antialiasing you're talking about is done with alpha transparency in 2d images, or full scene anti aliasing in games with 3d characters.

AGS doesn't do either of these, it just means cahracters don't degrade in quality when they scale.
#1803
I think it would have been better to call it sprite filtering or resampling :)
Antialiasing people associate with smoothing edges, this is more similar to texture filtering in 3d I think, or the resampling (bicubic, bilinear) when you scale up and down in photoshop or psp.
#1804
It would use the antialiasing, yes.  But it would probably look a little worse than at 100% The scaling antialiasing only makes the interior pixels of characters blend with each other rather than missing pixels out like it usually would, it doesn't make characters look better then they did at full scale, just stops your nicely drawn characters from looking wierd with eyes dissapearing etc.  At 99% the effect wouldn't really be noticable anyway.
#1805
I don't get it, at 100% your characters should be fully antialiased the way you drew them.  If you mean antialiasing the edges, ie the transparency then you'd need to be able to have different levels of tranparency and alpha blending.  The scaling antialiasing doesn't do that, it only blends pixels as they get scalled down so you don't loose pixel details, they just fade into each other.
I think the reason the ags characters don't have alpha channels atm is due to speed, the wintermute engine does it, but that uses 3d hardware :(
#1806
Well everyone would like to do something wierd, but there doesn't seem to be anything wierd that everyone wants to do.  By all means do it in purple if you like, but usually enforcing more rules just makes less people enter.

I'm fine with doing low res sometimes, but for me this is an ags game bg practice, so I'd rather practice withing AGS's limits than any random rules.
#1807
It is about grog.
#1808
You should just download it again ._.  There are loads of places to get it apart from kazaa.  And if it wont run still use scummvm.
Actually the one on kazaa doesn't work for me either (gets a divide by zero error somehow), only the german version works :)
#1809
Completed Game Announcements / Re:Island Quest
Thu 06/03/2003 21:24:20
Hehe, I played it a while go, but it's worth playing.  If only for the fact that it's annies game :o

And it's set in a tropico island, it's like a modern day monkey island.  Yes it's THAT good ;)
#1810
Completed Game Announcements / Re:IF in Ags
Wed 09/10/2002 03:35:10
Yeah, graphics are nice, but for IF obviously uneeded.  The parsers of modern IF are great becuase they don't stand in the way of plaing the game much.
I made a version of your game in Inform, it only took a few minutes, the parser obviously makes a big improvement.  Using x to examine things saves a lot of time and the general look command makes it easier for the player, you should definately put those into your game.

Inform Version (save as)

Get an interpreter for your system if you need one here.
Or just don't bother, it's the same game ;)
#1811
Completed Game Announcements / Re:IF in Ags
Tue 08/10/2002 20:03:19
I think the graphical inventory idea is fine, there'd be no point in doing this in AGS if it was exactly the same as something made in Inform or TADS (minus the great parsers :)
#1812
Completed Game Announcements / Re:IF in Ags
Tue 08/10/2002 00:44:36
I played it, but I only did two moves because the parser didn't seem to understand me :(  I'm going to try again.  Perhaps you should make it in a proper IF language.

Edit:  Oh, I see, I did it now.  Have to be simple with my words.
#1813
Yeah, when I couldn't see the character I thought it was a bug or something.  But it's a good demo and you should continue it.
#1814
I thought that for a few seconds.  Try right clicking.
#1815
Link didn't work for me.
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