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Messages - selmiak

#461
General Discussion / Re: Good old game covers
Tue 22/05/2018 17:55:01
yeah, that clash of styles between comic, painted and hard geometric forms is weird! ;)
#462
decided to add some life to pinback's already awesome background(s)

[imgzoom]https://i.imgur.com/oaj2TOM.gif[/imgzoom]
#463
AGS Games in Production / Re: Tardigrades
Sun 20/05/2018 20:29:38
This water animation is awesome anas! 8-0
#464
Quote from: CaptainD on Thu 17/05/2018 14:50:27
3 nice easy wins for Germany I see! :-D

You'd be better off copying these results. This is the first round and no real challenge for that team :-D I hope
#465
it told me to keep a backup, so what better place to store this than here :)
Spoiler
Russia 4 - 0 Saudi Arabia
Egypt 1 - 1 Uruguay
Morocco 2 - 0 Iran
Portugal 1 - 0 Spain
France 3 - 1 Australia
Argentina 2 - 0 Iceland
Peru 1 - 2 Denmark
Croatia 2 - 2 Nigeria
Costa Rica 1 - 0 Serbia
Germany 3 - 0 Mexico
Brazil 3 - 0 Switzerland
Sweden 2 - 0 South Korea
Belgium 1 - 0 Panama
Tunisia 1 - 2 England
Colombia 1 - 1 Japan
Poland 2 - 0 Senegal

Russia 2 - 0 Egypt
Portugal 2 - 0 Morocco
Uruguay 1 - 0 Saudi Arabia
Iran 0 - 3 Spain
Denmark 2 - 1 Australia
France 2 - 0 Peru
Argentina 4 - 1 Croatia
Brazil 2 - 0 Costa Rica
Nigeria 0 - 1 Iceland
Serbia 0 - 2 Switzerland
Belgium 2 - 1 Tunisia
South Korea 0 - 2 Mexico
Germany 4 - 1 Sweden
England 2 - 0 Panama
Japan 0 - 0 Senegal
Poland 2 - 0 Colombia

Uruguay 0 - 2 Russia
Saudi Arabia 0 - 2 Egypt
Spain 2 - 0 Morocco
Iran 0 - 3 Portugal
Denmark 1 - 2 France
Australia 2 - 2 Peru
Nigeria 1 - 2 Argentina
Iceland 0 - 1 Croatia
South Korea 0 - 5 Germany
Mexico 2 - 2 Sweden
Serbia 0 - 2 Brazil
Switzerland 0 - 1 Costa Rica
Japan 0 - 2 Poland
Senegal 1 - 0 Colombia
England 3 - 1 Belgium
Panama 0 - 1 Tunisia
[close]
#466
Quote from: Crimson Wizard on Tue 15/05/2018 13:56:33
"First time enters room" event creates "Room_FirstLoad" function name by default, but that's a misleading name (and to think of it, should be fixed), because in reality it is "Room first time After Fade-in".
The order of their running is following:

* "Enters room before fade-in" (Room_Load)
* room transition effect
* "First time enters room" (Room_FirstLoad) <--- only if the room is entered for the first time
* "Enters room after fade-in" (Room_AfterFadeIn)

this is interesting and should be noted somewhere. I always figured Room_Load commands and loading things into memory happens while the screen is black when fading out. But then, there are different screen transition effects, even one effect for warping screens together without any moment of complete blackness throughout the transition.

would it be more precise to say it like this? :
* "cChar enters next room before even fading out the current room" (Room_Load)
* room transition effect
* "First time enters room" (Room_FirstLoad) <--- only if the room is entered for the first time
* "Enters room after fade-in" (Room_AfterFadeIn)

or more like
* "Engine loads room commands of the next room into memory before even fading out the current room" (Room_Load)
* room transition effect while cChar Sprite enters next room

the cChar doesn't suddenly disappear while fading out, does it?

where in that chain would a new music track (no sfx) start playing?
#467
there is no improvement in the scripting part between the two modules, only a cosmetic change on the surface, a stylish uplift of the art, right?
Then actually I am against keeping both versions and of course favour the new version this thread is about.
And it shouldn't be called sierra improved, only sierra-like.

to keep some nostalgia, the old (and ugly) roger sprite could still be kept in the sprites tab or even the complete view of ugly rog. This is a template and offers some variety this way and these are just a few kb of nostalgia and every pc nowadays can handle this extra load ;)

hmmm, the mousecursors in the old version where ripped from sierra games or repainted version of that, so these mousecursor sprites and the menu images and the menu gui of the old template should also remain to make it easier for people that want to make an original looking sierra fangame and can just switch to the original gui with a simple click or replacing gNew with gOld in the code.
It is that there are people that know what they are doing with the sierra template and produce their own great art for the original sierra template and then there are noobs that don't know what they are doing and when chosing the original template it results in crap and I'd prefer noobs to just use the gui and mousecursers of the new template...
#468
The Rumpus Room / Re: Name the Game
Sun 13/05/2018 11:45:22
Mega Zaxxon
#469
Quote from: Cassiebsg on Sat 12/05/2018 16:30:29
In that we could even still have sierra-original and sierra-improved templates... ;)
good point, but wouldn't it be sierra-improved and AGS-original-sierra-like template.

Quote from: morganw on Sat 12/05/2018 16:39:35
I think in the long run it would be good if all templates used the same assets, so it is more clear where differences in coding are linked to how the interface works. So I would say, don't use 'Default' and use something more representative of the mechanics that it implements ("Sierra-like" in the absence of a better description).
this is cool and really educative for newcomers to the engine.
Then is would be a goo thing for that demogame to feature all the templates and explain the differences in coding then. in some semi-advanced chapter.
#470
Quote from: Stupot on Sat 12/05/2018 11:49:29
I was going to guess that the author of 5 was Creamy but I just saw his comment above so it can't have been him.

So I'm guessing Selmiak.

Maybe...
Spoiler
I didn't enter this compo... ;) :D
but I voted
[close]
#471
for a start one forum for them all should be enough, you never know what the future brings... if there are more and more ags inspired engines appearing and the threads in one forum get confusing more subforums should happen, but for now this is good enough ;)
#472
wow, that's just awesome, can't wait for that interview :D
#473
Quote from: Snarky on Mon 07/05/2018 06:53:12
Quote from: selmiak on Mon 07/05/2018 00:02:48
I still don't get the point.

What flag would you use for an Arabic translation?
good question! what about the flag of isil? :D
this makes me wonder if we also should note the charset used in the translation.



Quote
What flag would you use for a Hindi translation (Hindi is spoken by 422 million people in India)? What flag would you use for Bengali (spoken by 83 million people in India)?
I love being international, but how many hindi and how many bengali AGS games are there?
To be bland but useful I'd just use the indian flag for both options and wait until more complaints about this appear in this thread or somewhere else in the forums and then really start thinking about it :D
or ask the people complaining about it for their proposed solution, they'd know best!

Quote
What flag would you use for a Spanish translation? What if it was typically Mexican Spanish? How Mexican would it have to be?
with written out translations displayed, would you give authors the possibility to fill in whatever they want, so they can totally define that one mexican spanish dialect with some maya accents only spoken in that small indigenous village behind 7 lonley hills in the jungle of mexico, while the language is sacred and only used and spoken in celebration of the 7th bloodmoon this year every 18.980 days?



Quote from: selmiak on Sat 05/05/2018 11:33:42
For the usability we should make a poll or just scan through the database and check for the most used languages for translations, then offer these languages clickable with a checkbox on the "add new game" page, like list the 5-10 most used languages, which are probably german, french, italian, spanish, russian and some, then have all the rest hidden and revealed by some extra click just to not clutter up the add game form. :)
the definition of "and some" varies...
#474
Quote from: AGA on Sun 06/05/2018 10:59:56
I think cat's point is, what about countries with multiple common or official languages?  Switzerland, for instance, has four.  South Africa has eleven.  Even tiny Wales has two...  How are we to decide which languages most represent a country?
I still don't get the point. If you are from switzerland and want to play a game in french you search for a french translation (reperesented by a french flag), if you want to play a game in german you search for a german translation (represented by a german flag), that's what I mean with "common language spoken there that everyone knows about?" There just won't be a swiss flag because of the 4 languages. This only adds confusion.
about wales, well, it might be possible someone does a game in welsh, or maybe there even is one I don't know about, well then please use the most common language from wales, or we should have a "dirrrty dialect" sign for something noone else beside 5 people understand. :P

Quote
I'm planning on adding some sort of tag cloud thing to pages going forward, to allow people to add way more relevant custom info to their pages.  Maybe one generic one, or several different ones with one being languages.
sounds interesting. please use some codemagic to add the tags to the html head description and keywords of that specific gamepage.
#475
Searching for games with a version in one specific language is a must have :)

but I don't get what you mean with text over flags, what should that text say instead of a flag representing a country and the common language spoken there that everyone knows about?
What I fear'is that it will be hard to decide of we use the uk or the us flag for english language... :P
#476
http://www.famfamfam.com/lab/icons/flags/
these are free to use, no attribution needed, used by many, already there, no need to make them in a forum contest or so.


I'd display these flags on the game page, on the game author side, I don't know if it is needed to display and load the icons, or just have some 2-3 letters for every language and display the full language name on mouseover or so.

For the usability we should make a poll or just scan through the database and check for the most used languages for translations, then offer these languages clickable with a checkbox on the "add new game" page, like list the 5-10 most used languages, which are probably german, french, italian, spanish, russian and some, then have all the rest hidden and revealed by some extra click just to not clutter up the add game form. :)
#478
General Discussion / Re: the blender 3D thread
Fri 04/05/2018 13:36:04
https://www.youtube.com/watch?v=kQkXu3Kdz7A
blender now has an addon for FLIP Fluids. And it looks amazing!
and sadly it costs money. 76$ for lots of wet fun...
#479
Oh this is nice :D
how long did it take you to paint all the base images?
#480
Guybrush is our saviour and Ron Gilbert is his prophet.
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