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Messages - strazer

#2001
QuoteIt looks better, but I'm not sure if I'll keep it, because the head became quite round in the process.

Keep it! Just remove the outermost left and right pixels of his beard and you're done. Looks awesome!
#2002
Indeed. Again, good work!

Some more suggestions (side view):
- right foot should be a little more horizontal like the other foot
- smaller chest/wider belly would look more relaxed

Btw, you don't need to resize the image in your paint program to show it zoomed here.
Use the width and height attributes:

Code: ags

[img width=309 height=282]http://www.2dadventure.com/ags/Jimmy5.gif[/img]

#2003
His arms are way too long, at least it looks that way.
You could raise the sweater only on the sides in order to put the pockets higher.
Good job!

Edit: Oh, and the shoes seem to be bigger in the side view. I'd say make them bigger in the front view too.
#2004
if (gotmoney == 0) then

Always use == when doing comparisons. Use one = only when assigning values.
"then" is not needed.
#2005
QuoteAlso an erraser would be good so that you can errase one walk-behind area which was wrong and still keep another walk-behind (same color) that was perfect instead of using the wipe out. If you just wipe out a color you have to start everything from scratch (don't you agree that it's so annoying?).

Just fill it with color 0.

QuoteSuggestion number two: Making the dialog-list transparant.

Can't you use a custom GUI ("Dialog options on GUI x") and make that transparent?
#2006
The Rumpus Room / Re: Abandonware
Fri 03/12/2004 06:15:42
QuoteWith a statement about Konami's release.

I must be blind, I can't find it. Do you have a link to this statement?
#2007
Advanced Technical Forum / Re: Character skips
Fri 03/12/2004 03:52:40
Afaik, with the setup program, under >> Advanced.
But of course, he needs your game, too. Recordings are no videos.
#2008
The Rumpus Room / Re: Abandonware
Thu 02/12/2004 23:44:17
Quote- Konami just released Metal Gear Solid 1 as Abandonware to boost excitement for Snake Eater

Solid? Are you sure? Don't you mean the old old MSX/DOS versions?
Where did you read this?
#2009
Advanced Technical Forum / Re: Character skips
Thu 02/12/2004 14:53:59
Try pressing [ALT]+[R].
#2010
QuoteYes, I build it with arts support for KDE users, and ESD support for Gnome users.

I'm quite new to Linux, what are arts and esd exactly? Are they sound drivers exclusive to their respective desktop environment?
Btw, I'm using GNOME and installed alsa yesterday.

QuoteYes, 2D under XFree86 or X.org (the X11 graphical servers for Unix systems) Allegro is usually doing unaccelerated 2D only. Only commercial video drivers for X11 servers have properly accelerated 2D functionality, the built-in free ones and even ATi's and NVidia's are atrociously slow compared to their Windows counterparts. Of course, it doesn't help that the only 2D accelerated standard is no longer supported generally speaking (DGA) and requires root access.

Ah, ok, I was using the built-in nv driver but now have the nvidia driver installed. 3D stuff works great, but AGS is still slow.
Suspecting my sound card drivers, I've tried disabling sound, but it's still at 30fps, same as before. Any ideas?

Frankly, I'm amazed it works at all. Great work!
Just for fun I tried running my game with Wine, it works too, but just as slow. ;)

And as far as I am concerned, there's no need to port the editor. It works fine as far as I can see. Any known problems?
#2011
QuoteI could *REALLY* use some feedback on whether or not the binary I just *posted* this past weekend requires Allegro to be installed on your system, and how well it works.

Debian/testing (kernel 2.4.27), no Allegro.
Works ok after installing the libartsc0 package.

But damn, my 32-bit game is running slow...  :(
#2012
No, they're enums.
Just open the roomedit.clb file in a text editor and scroll down to view all the goodness.
#2013
Quote from: Snarky on Tue 30/11/2004 01:22:51While on that subject: now that we have enums, what about providing a bool enum with entries True and False? Actually, that's a bad idea. Forget about it. I was just looking for a cheap way to "typecheck" boolean arguments, but "bool.true" is inelegant, and people who prefer 0/1 should probably be allowed to go on doing that.

Actually, this is already implemented.
You can use true/false for several things, including:
.Clickable
.DiagonalWalking
.IgnoreLighting
.IgnoreScaling
.IgnoreWalkbehinds
.ScaleMoveSpeed
.Solid
.TurnBeforeWalking

P.S.: I'm posting this from Linux, woo! Gonna test some AGS games later.
#2014
Hm, you're right!
Don't know what I was thinking. I remember my character having a black border around him when he was scaled.
I've just tested it, works fine. Sorry for the confusion.
#2015
Yes they are but currently alpha-blending doesn't work on scaled sprites.
#2016
QuoteBasically, backspace doesn't check for autocomplete; do you think it should?

I think so, yes. I often start typing beyond the first letter, only to lose the pop-up when I mistype...  :P

QuoteWhat does everyone else think? Do you tend to use Animate more often in a blocking or non-blocking manner?

Personally, I use most functions non-blocking but I think they should be consistently blocking by default to make them easier to use for newbies.
#2017
"acwin.exe" is only the Windows runtime engine. The editor is called "agsedit.exe".
If you create a game using the editor and have saved/compiled it, the game exe is in the "Compiled" folder in your game directory.
#2018
Quote
* (...) When calling a function which takes an enum parameter, autocomplete has been enhanced to pop up with the valid options.
* Improved function calltips so that it highlights the current parameter.

This rocks!

But:
  object[1].B // does suggest "Baseline"
  object[1].Bs // closes pop-up
[BACKSPACE]
  object[1].B // does NOT suggest "Baseline" anymore

Also, with object-based scripting enforced, how do I return a character's current view? character[CHARID].view is not allowed.

Edit:
Another suggestion: I've noticed you have an internal define NARRATOR -1 so you could update the manual to propose that for the game.narrator_speech game variable.
#2019
Heh, well, here's my modification of the demo anyway :) (requires AGS v2.62 or higher).
#2020
Yeah, but that won't display the text in the upper bubble and the bubble won't resize for different amounts of text.

If not quite sure how to accomplish this. You could try to write a custom thought function that displays a second GUI or overlay underneath containing the lower bubbles.
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