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Messages - selmiak

#3661
yep, 3+4 look a lot more purcellish, to make 1+2 look like from steve purcell you need more detail, add some weird posters to the walls, ads for technobabylon, godzilla in stockings, suncream for penguin, this stuff, same for the inside, if it were by steve purcell there would be more out of place stuff, more posters on the doors, at least one locker would be open and there would be stuff falling out from it like body parts, fake teeth and dead fishes, stuff you wouldn't expect on an airport.
#3662
The game is funny and short, give it a go, reply here or send me a PM and I'll send you a link for the file with german translation. Then have fun and hunt down those typos and bad expressions. Native german speakers preferred, and there are quite some here...
#3663
AGS Games in Production / Re: Troll Song
Thu 06/09/2012 00:11:53
This is looking very promising already. I love how he roars at the boulder.

*secretly hopes for secret unloackable special attacks like headbutting and screenshaking*
maybe as DLC?
#3664
what is this colorful tree structure thingy in the middle of part two?
#3665
Critics' Lounge / Re: Poster for C+C
Mon 03/09/2012 23:36:17
looking interesting, but his face is strange. Make it more visible or somehow interesting in another way. And maybe add some more subtle texture to the background as it looks empty.

edit: now I see the second image too. I like the darker version more. So another idea, use a different texture for the background of the top 3/4 and put it behind the priest. The paper texture makes sense on top of the character but the lines rather not.
#3666
Quote from: Ghost on Mon 03/09/2012 22:50:50
Quote from: Xyzzy on Mon 03/09/2012 14:20:37and if it is, then why?
I don't quite get that.

perhaps he means why is it not finished yet ;)

I'm also thrilled for now screens or other updates :)
#3667
thanks, getting there :)
#3668
hehey, got the rotation working. Thanks a lot.
But as I thought the character is drawn above where it is supposed to be as the bottom line changed. How can I draw the character somewhere else, related to the actual current position but keep it on a rather slim walkable area? Is this even possible? I fiddled around with a dummy character in the correct position but the dummy won't animate if I put it on screen related to actual position (in room_RepExec with cDummy.x = player.x+20; and so on).
#3669
what does void do?

How do I call and manipulate the angle while ingame?
#3670
uhm... thanks for the reply, but... how?
#3671
I hope this is rather easy, if not feel free to move this to advanced.

Imagine a little buggy as a character in a total 2d sideview game driving left and right (like these motocross Flash games). And then the first slope comes, say in a 30° angle. So I'd use different regions to set the angle, but how to I rotate the character? I know there is a draw function but I can't get it to work on characters. And will it rotate around the middle of the bottom line and draw the sprite according to the x/y position of the middle of the bottom line, or will it create a new reactangle around the whole rotated sprite and use the middle of the bottom line of this?

Another thing, using a view for the animation of the character and keeping loop 0 (down) with sprite image 0 and no loop 3 (up) at all will only use left and right animations, even if the caracter moves "up" and "down", right? So if the charater moves straight "up", how does AGS decide which view to use?

another idea would be to have a specific views for every angle, but I don't want to pixel all this and there is also the bottom line problem mentioned above.
#3672
When clicking on File>Make template from this game... I get to enter a name (tried with and without Spaces, more and less than 8 characters) and then I get the following error.


My Template is rather basic, as a template should be, is there anything that HAS TO BE in before being able to create a template? Can I specify where to save the template?
AGS 3.2.1.111.


meh, while typing I tried running AGS as Administrator and there it worked, thought I'll post it anyways for people experiencing the same problem...
#3673
Hints & Tips / Re: Barely Floating
Fri 31/08/2012 23:23:44
where do I

Spoiler
strap 3d enhanced and taped Barbara on?
I thought maybe the pig, but he won't do it...
[close]
#3674
okay, I vote for amateurhour. Zyndikate's beast looks awesome but the pixelated outlines are a bit blurry...
#3675
Hints & Tips / Re: Nancy the Happy Whore
Fri 24/08/2012 17:03:51
and talk with
Spoiler
Susie.

Spoiler
Maybe asking her if she can give you a lift might help
[close]
[close]
#3676
Mine arrived and it looks great.
But it was sent to my old address (probably still on paypal) and not to the one I entered when I ordered, but now I finally got it :D
#3677
AGS Games in Production / Re: The Calm
Thu 23/08/2012 22:30:03
sounds interesting and looks good.
If the thing inspired you I might have an idea what caused the loss of contact... ;)
#3678
>use the almost empty oxygen tank

so once it is empty we have one more spot in our inventory. On the other hand, if we find someone who could need one we won't have one left to hand out.
#3679
The Rumpus Room / Re: Art restoration
Thu 23/08/2012 16:44:15
After having a good laugh at this at first I wonder if this really happened. Look at the background, it is completely different. If I would screw up an old painting like this why should I take the time to overpaint the background?
#3680
just put anything on these disc, noone will be able to run them nowadays anyways...
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