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Messages - subspark

#241
AGS Games in Production / Re: T.O. Noir
Sun 30/05/2010 14:26:09
QuoteFor anyone here who has a 'COCK' that looks like a thumb should seek medical advice...NOW!!!
PHEW! I have a THUMB that looks like a Cock. I guess, the more the merrier in my case! :D

Great visual style though, AngelicCharon. Looks niicceeee  :P

Sparky.
#242
QuoteThese last two suggestions are easy to script. I'm puzzled why you think CJ's limited time is better doing this than something that can't be scripted.
It's more about finding what ties in well with the existing features at least on CJ's part. For us, I started this thread in the hopes that even the most remotely viable suggestions (within reason) would have a chance to be reviewed.

There's actually quite a large pool of ideas that CJ might revisit even 4 years down the track. Our thread here is a valuable source of feedback on the average user that Chris can take and implement the best logical fits with AGS. He's certainly not short of ideas. ;)

Cheers,
Sparky.
#243
QuoteSparks, two years ago I scripted a lightmap module and included gradient scaling upon your suggestion
Ahh of course! I remember now Garage. It's been a while since I checked back to see the progress on your module.

QuoteActually what would be really great, is a degree compass to select which angle the walkable area is.
That's not a bad idea. But thinking about maximum flexibility at minimal technical setup I believe a built-in gradient tool for walkable areas (and possibly regions?) would mesh well with the current image-based system.

QuoteYes this can be scripted relatively easy.
Agreed, there are enough workarounds for now, one of which I've already implemented to much content, however I strongly support the idea of a lightweight, easy to use gradient system as an all-round scaling solution for a future release. I've changed the name of my thread here to line up with what we've discussed.

Cheers,
Sparky.
#244
I suggest an improved scaling system for walkable areas. AGS's image based system is flexible, lightweight and easy to use. An additional tool that honors these qualities would be ideal.

I believe a gradient solution would fit these criteria. Being able to add angled gradients to walkable areas and possibly regions (continuous lighting updates?) would be a great tool for both advanced users and beginners alike.

At the least, I would like to be able to reverse the scaling values of the continuous scaling feature so that arbitrary numbers between 5 & 100 can be used to create an easy downhill scaling effect. In this case, I also would suggest that the label of the scaling value fields be changed to something more appropriate, like: TopScalingLevel & BottomScalingLevel.

Cheers,
Sparky.
#245
I would like to see a default character starting coords property in the room editor for when you forget or refuse to script in changeroom coords manually. Makes testing between rooms easier.

Cheers,
Sparky.
#246
Thanks Xenogia, that makes a bit more sense.

Cheers,
Sparky
#247
BUG: Alpha still doesn't work on GUIs. For example alpha blended inventory items.

Cheers,
Sparky.
#248
AGS Games in Production / Re: T.O. Noir
Sat 08/05/2010 16:28:18
Umm, whats that poking out from under the girl? :=

Sparky.
#249
Yeah I'm all for that! Count me in!
#250
I suggesting support for fading GUI Controls for fancy, smooth highlight effects.

Cheers,
Sparky.
#251
Wow I totally support this feature! It had to be asked sometime. :=

Nice one RickJ. I back that.

Sparky.
#252
QuoteI think proper implementation of any feature is only reasonable to desire
Agreed. I only wish alpha was fixed for the 3.2 release. <Sighs>

Sparky.
#253
Oh Here Here!!  :)
#254
You guys answered my questions well. Thanks for your swift response.

Cheers,
Sparky.
#255
Did you have time to answer my questions on the previous page too Duke?
Thanks man.

Sparky.
#256
Outstanding background work. 8)
I haven't seen a 'LucasArtStyle' like this in over 17 years. Bravo!

I noticed these screens weren't featured in the short Tech Demo however I am desperately looking forward to exploring these wonderful environments in the final release.

Question: How long does one background scene take to produce on average and what software was used?

Best wishes and happy forging!
Sparky. :)
#257
I still hate the fact AGS runs 16:10 aspects fine under Vista/Win7 ONLY if the resolution is set above 640x400.

Im guessing thats exactly what Alan v. Drake was talking about. A minor hindrance but it would be nice not to have to run our game at 4x nearest neighbor every time we want to test it.

Cheers,
Sparky.
#258
I agree with Jim Reed.

While I'm working on a whole new pathfinder system with a friend, I still stand by the suggestion of native support for a tool in which we can define the angles at which diagonal loops are activated.

We'd just have to place two symmetrical points down in the room editor.

Cheers,
Sparky.
#259
I support the idea because we imagine saved games will be shared around a lot in our production and if one goes wrong, it would be nice to have AGS not break and instead throw a user-friendly message up like, "The current save file appears to be corrupt. Please select another one."

I'm almost certain this can all be done with a seperate Exe/Batch.

Cheers,
Sparky.
#260
SUGGESTION:
Speech translation support.
Whenever a translation is picked in Config.exe, it could automatically swap in the spoken lines in the specified language.

Perhaps a special speech pack (*.tvox) that will replace the default language if placed in the game folder and if the associated translation is chosen.

Cheers,
Sparky.
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