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Messages - selmiak

#3261
Vroooom Vroooom!!!
You guys are great.
@khris: Would it be possible to cut down filesize by only using 180 rotations and calculating or otherwise overlaying the images for the 1° in between?

@Ryan:
big screenshot in spoiler
Spoiler
[imgzoom]http://i.imgur.com/fPIwRUU.png[/imgzoom]
[close]
#3262
That's cool!
The size feels right. The turning is slow, but you probably know that.
#3263
The Rumpus Room / Re: Name the Game
Fri 26/04/2013 19:28:51
raisin?
#3264
oh thanks, that was the best I could do :D
#3265
hehe, this getting even more minimalistic. Next stop 2x2px font pls. ;D
#3266
wow running really smooth. But the map felt small, do you think it will still run that smooth with bigger maps?

Also would a mapdesigner have to draw in boundaries and powerups 360 times per map? Sounds like this would become a cool engine without maps ;)

if AGS could render these maps from a base map on first access and also rotate all the hotspots and walking areas which are like boundaries and powerups I want a mapeditor now ;)
even when AGS renders these maps from 1 file the filesize on hdd could explode, this is 64mb now, bigger maps mean more filesize (in exponential growth? dunno about relation of canvas size to filesize in pcx) and even triple doubling for rendered hotspot and walkable area maps. Not that hdd space is a problem nowadays but suddenly having 1GB occupied by a kartracergamelevel seems funny.
Can AGS created and later access zip files? Could be a solution. Or reduce the size of the kart and decrease movement speed so the world feels bigger.
#3267
how do you do this between all this hardcore game guessing? But yeah, this is very appreciated  *crosses fingers*  ;-D
#3268
The Rumpus Room / Re: Name the Game
Thu 25/04/2013 16:38:42
Tomb Raider 0: the early years?
#3269
Quote from: Snarky on Wed 24/04/2013 19:57:40
Selmiak: Spire-tastic! It reminds me a lot of medieval Byzantine or old Persian art. Guess there's no point questioning the logic of the scene (like pointing out that the windows in the big tower are as big as some of the smaller towers themselves!), as it's a fantasia. But I still think a more unified, somewhat simpler design would have been more effective. Its game role is unclear to me.
thanks. Yeah, the windows in the big tower are as big as some of the smaller towers. But now you can imagine what people/creatures live in the big tower. </fantastic explanation>
And if I reworked the huge windows to the size of the windows of the smaller towers the huge tower wouldn't look as impressive in contrast as it does atm. </design choice explanation>
But actually I just painted like I felt and didn't care too much about logic in this world </boring but inspired artist explanation> That's also why there is no clear use for ingame besides as an eyecandy inbetween overview map for having a really downscaled character go from the tower to the edge of the screen :D
#3271
Engine Development / Re: Skinning the winsetup
Wed 24/04/2013 21:57:19
Alright. Then it still would be cool to have it all in the editor like I hallucinatedimagined and described above and when compiling just have it create an alternative userstyled winsetup.exe that doesn't run the acwin.exe with with --setup parameters but manipulates the cfg file. Maybe in 3.3.1 or 3.3.2 :)
#3272
Engine Development / Re: Skinning the winsetup
Wed 24/04/2013 21:34:34
wait, after bouncing this a bit around in my head, the setup window that opens when winsetup is run is actually part of the engine, hardcoded into the compiled game so to say?
#3273
The Rumpus Room / Re: *Guess the Movie Title*
Wed 24/04/2013 20:02:59
falling down?
#3274
Engine Development / Re: Skinning the winsetup
Wed 24/04/2013 17:52:52
Engine it is then  (laugh)

you mean an extra program AGS-winsetupmaker? Hell yeah! Sadly I know nothing about application coding...
Then again if this was included in the editor, maybe in general setting with something like (_) create custom winsetup and a new node appearing in the options tree then I also wouldn't oppose, also it would be less hassle with extra programs.
#3275
Engine Development / Skinning the winsetup
Wed 24/04/2013 13:28:09
Would it be possible to have another tab in the editor where you could custom skin the winsetup display. Like a custom background image and move around and resize the buttons and dropdownmenues to your likings?
For the latter part I imagine having some checkboxes in the properties where you can just turn on/off the visibility of the menu items so that noone has to search all that long if he accidentaly deleted a button.
Also customizing the font color and background colors and frames of the displays and dropdownboxes would be neat :)
also custom icons for mini/maximize and close and the ability to drag them around and also custom forms (who wants to be square all the time?) would be really great!

Should I add a feature request/suggestion to the tracker? Also, if this is engine related (which I doubt) please move it there.
#3276
is there a way to apply this to guis and especially text displayed on buttons and textboxes?
#3277
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 22:58:17
what kind of strange games do you people play?
A cop in pink underwear in a strange dimensioned castle. There are only the swastika flags (or on his underwear) missing to make it even more absurd...
#3278
The Rumpus Room / Re: *Guess the Movie Title*
Mon 22/04/2013 13:59:10
cagefightclub
#3279
how would updating the non-wiki tutorial parts on the mainpage work? make a thread for every page and discuss what has to be changed and taken out, replaced and added? Have a wiki page where everyone can edit and the final result is put into the tutorial pages? clutter up this thread?

Just skimming over the GUI tutorial I found the screenshots are very outdated and also
Quote2. Size appropriately
How big do we want our GUI to be? Well, it's only a quit dialog, so I'll go with 160x80 to start with - we can always resize it later if necessary. Remember that the GUI sizes are specified in low-res co-ordinates, so 160 represents half the width of the screen, no matter whether your game is actually 320x200 or 640x480.
This is very outdated info and confusing for newbies.
Also a link to GUI scripting part2 at the end would be helpful. Maybe even at the beginning for reader's convenience.
#3280
The Rumpus Room / Re: Name the Game
Sun 21/04/2013 21:10:55
yep!
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