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Messages - stuh505

#201
frog,

i would not recommend using a global int or code in the repeatedly executed section.  both of those should be used sparingly.  you should keep you variables as local as possible to reduce confusion (even to yourself).  and you should avoid repeatedly executing commands that don't need to be repeatedly executed.  if you programmed everything this way, your game could really chug...and it could get confusing to have code spread out in unexpected places like this.

if all he wants to do is see smoke when he leaves the room,  then why not turn the object on THEN...run the animation...then turn the object off?  no need for any global vars, no need for any script being executed 60 times a second for the duration of the game.
#202
i dont have AGS right next to me so my response won't be super detailed...

but basically, you need to make an object in the room editor where you want the smoke to be.  you can draw all the frames of the smoke animation and then import them and make them into an animation loop.  then you can use script to set the view and loop of the object to cause it to animate that loop whenever you want.  look up the functions for Object and you should find the exact ones that pertain to animating it.  hope that helps
#203
Critics' Lounge / Re: Atlantean background
Wed 06/04/2005 03:38:11
Hmm...I see your point...but if it can support the shafts of light I would think it could support the fading at the bottom.
#204
General Discussion / Re: Psychoportals
Wed 06/04/2005 02:17:07
Could be fun.  I think there was something like this for Harry Potter a while back
#205
Critics' Lounge / Re: Back to basics...
Wed 06/04/2005 00:03:29
You're so good Bernie  ;)
#206
It's a nice background, but it's so washed out...you might try increasing the contrast like this:

#207
Critics' Lounge / Re: Atlantean background
Tue 05/04/2005 23:57:48
Whoa, I absolutelyl LOVE the crap you drew at the bottom of the sea.

I don't like the fish at all.  They look really bad and take away from the entire picture.  The waves are a bit too close to the surface and too stylized for me.

Treasure wrecks always have a very cool foggy appearance, from the absorption of light and the dust etc all combined...I tried to produce that effect.

I did a few things.  I made the saturation reduce by a gradient at deeper depths...which happens in real life of course.  I also added a layer of fog behind and in front of the wreckage.

#208
Ah, thank you!

I did not realize that there was an "ActiveInventory" property that could be set....nor a predetermined function to determine that inv item had been clicked on.  That makes it easy!
#209
Critics' Lounge / Re: New character for C&C
Tue 05/04/2005 14:21:33
I think you should make the shadows a little bit darker so he looks less 2D

Great job, though.  I love it, hehe
#210
QuoteActually QFG 1 & 2 sold less than QFG3, and QFG4 sold the best in the series. I'm not sure about 5. But I think QFG3 is a great adventure game, one of the best settings in QFG.

maybe that's because everyone who played QFG 1 & 2 ran out and bought QFG 3 because they were so impressed with the first 2

also, KQ8 had some ridiculous puzzles, and a little too much fighting, but it was still a ton of fun I thought!!
#211
I didn't realize it would be such a big deal.Ã,  Sorry!

If we simply determine that the left button was clicked within the inventory, then wouldn't we also need to determine which item the mouse was over in order to determine which item should replace the cursor?Ã,  That's where I was confused.Ã,  Using the dimensions of inventory objects this could be calculated but not if the inventory was scrollable because I don't see any functions to tell what the scroll position is.

Anyway, I think I've worked out an easier solution which is simply to change the mouse mode to interact mode (and off again later if nothing was picked up) whenever it hovers over the inventory part...for some reason even in interact mode a right clikc still counts as looking at the itme.  But  I'm still curious how Radian'ts method would work.

Again sorry for being impatiant.Ã,  Can't help it!
#212
Advanced Technical Forum / Custom inventory
Tue 05/04/2005 02:42:24
I posted this question in the beginners forum, but perhaps it is more technical than I originally presumed, because it's been there a while and not getting any responses.

So, please have a look--

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20138.0
#213
there is such a thing as abandonware.  but being abandonware doesn't make it legal to redistribute (only ethical).  but you know that freeware does exist and a lot of non-free games which are called abandonware have actually become freeware!
#214
yeah, SHOULD be.
#215
actually I've already beaten QFGV with at least one character but it was in like 95, so I don't really remember much of it  :P
#216
yeah, the whole egyptian setting with dinosaurs and indians didn't really do it for me.
#217
I hate ebay.  People are always trying to outbid you.  And ebay charges the sellers too much.
#218
it sounds like that would require my to literally detect what item the mouse was over (somehow?) and then manuallly make that item into the mouse cursor (somehow?)...isn't there an automatic way to do this?

the script in the Default game seems to handle this but I don't quite see how it works
#219
well, they're not asking you to pay for the games...they're asking you to help pay for their "service" of hosting a webserver..
#220
if you dont want it, let me know, id like to buy it  :)
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