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Messages - subspark

#421
Oh definitely. Bog has chosen a warmer set of colours for the hair which is easier on the eye.
The original hair appeared a little green against the contrast of the jacket but that kind of stuff can easily slip past you if your not on a constant lookout. :)
Well done Bog, and keep up the good work SpacePaw. Watching your character evolve is a positive and delightful experience.

Cheers,
Sparky.
#422
QuoteWhy is that? wouldn't it mean he'd have to redo the shading after the form has changed?
Certainly. But this is a learning exercise for SpacePaw. Something that is going to take lots of practice. I wish him well on this journey.
I have no doubt in my mind that his artistic skills will develop as strongly as his programming skills have, given a bit of time and patience.

Cheers,
Sparky.
#423
Very good! A clear improvement in the shading and a tidy-up on the silhouette.
Me likey! Keep tweaking away. I would suggest you think about posture and proportions at some stage but for now just concentrate on the shading and minor color tweaks. Well done.

Sparky.
#424
Here you go mate. As offered, I've revised Kevin for you.


Hope you like him. ;)

Cheers,
Sparky.
#425
Engine Development / Re: AGS Wii Port?
Thu 09/04/2009 15:55:53
Well while I'm still decided on the Wii, being the most logical platform in my mind to port to, I still wouldn't mind living through a shift to an entire generation of 'lower rez' DS ports.

Cheers,
Sparky.  :D
#426
Let me know if you need any more graphics, my friend. Most of you have figured out I'm an artist by now.

Cheers,
Sparky.
#427
Heres an Icon for your plugin SpacePaw:


I did this ages ago when I sugested a notes panel for developers to leave instructions and things for each other.

Cheers,
Sparky.
#428
DOH! I've rushed my reply again. Sorry guys. I meant to say, it's not only impossible with DirectX 10 but also DirectX 9 in Vista Altogether.
I remember reading in another thread that to play 320x200/240 AGS games in Vista, you had to switch to 2x filter or the game would close with an error message.

Incredibly, this is NOT the case anymore and I'm as shocked as a black wildebeest on a cloud.
Hmm, I wonder if Chris has secretly slipped a workaround into AGS 3.1.2?

Cheers,
Sparky.
#429
QuoteDoes QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
I'm sure you can code your game to quit after the player has saved his game. Just tell the Save Game GUI to popup when the user clicks quit or (Ctl+Q) and then after the save has been completed, run the QuitGame command.

QuoteWhat I hate is that I can't find any of the code for the room functions. It's just descriptions.
QuoteCan you clarify? I don't understand what you mean?
Well I try and look for the example code and its not there. I do a search for function room_AfterFadeIn() or function room_Load() and nothing turns up. Might be the same bug in windows help as previously discovered but admittedly I have looked for it manually.

QuoteYour monitor/graphics card probably doesn't support 640x400
Yeah the lowest it goes in display properties is 800x600 however I have discovered something pretty incredible. I can actually run 320x200 and 320x240 in Vista. I thought that was forbidden in DirectX 10!?

When I run 320x200 it also falls short, vertically. :-\

Cheers,
Sparky.
#430
My game = 16:10
My screen = 16:10

The other multiples work fine. It's just the 2x that doesn't.
Hope that makes more sense.

Cheers,
Sparky.
#431
When running the 2x filters on 16:10 games (320x200/640x400) the aspect ratio falls short vertically, but when I run it under any other filter the graphics scale properly (1:1).

I'm running a native desktop resolution of 2560x1600 if that helps.

Cheers,
Sparky.
#432
Engine Development / Re: AGS Wii Port?
Tue 31/03/2009 21:55:27
I guess it all depends on what the demand is. We've asked for Windows mobile before and it was a clear "no time soon".

Cheers,
Sparky.
#433
Engine Development / Re: AGS Wii Port?
Tue 31/03/2009 06:40:37
QuoteBut wouldn't the point of AGS running on the DS be to develop new adventure games, not to port old ones? And in that case, it shouldn't be a problem to just develop the game in this slightly lower resolution in the first place.

Your definately right Snarky. I am convinced that new games at a lower resolution would be a dream come true for us!
Admittedly if we could run older games too I guess I could bare the thought of manual scrolling until new games are made.
In fact, I had a play of DOTT on my DS to lift the spirits yesterday and I realized how much I enjoyed it this time round.

Well if there is to be no Wii port, I'm ALL-IN for the DS.
[motivational voice]Lets make this happen folks!!![/motivational voice] :P

Cheers,
Sparky.
#434
This is true.

Sparky.
#435
Engine Development / Re: AGS Wii Port?
Mon 30/03/2009 12:53:16
But a Wii wouldn't require a premature recoding of the resolution system not to mention all of the other things that go with porting to DS. Such as incompatibility of standard PC/Mac AGS games.
Remember the lack of resolution on the DS is a significant design problem for most developers who have a backlog of games they want to see on their handhelds. Anything below 320x200 is a big problem which I'm sorry to say, the DS is the only handheld with such a silly drawback.
Sorry to put it directly but we have to be honest here - I for one did not enjoy ANY LucasArts/Sierra adventure on my DS. Having to scroll my viewport manually was just, inconceivably cumbersome and abrupt to my gameplay experience.

Sparky.
#436
Engine Development / Re: AGS Wii Port?
Mon 30/03/2009 11:13:41
QuoteAnyone played Shadowrun for the SNES?
OMG YES!!!

What a novel idea too!

Sparky.
#437
Hey is there any updates on your game, Chabiboy?
We're all pretty excited about this project. Hope its working out for you!

Sparky.
#438
This is looking fab, Shockbolt. Is this your first game? Congrats and good luck to you!

Cheers,
Sparky.
#439
Engine Development / Re: AGS Wii Port?
Mon 30/03/2009 06:12:20
LOL this is true. I really hope AGS is ported to Wii. I've got one, everybody's got one, and it all just makes a whole lot of darn sense. :P

Sparky.
#440
Engine Development / Re: AGS Wii Port?
Mon 30/03/2009 03:32:26
Then it would seem the iPhone has the best of both worlds. Great widescreen resolution, unprecedented touch-screen capabilities, am I wrong?

Cheers,
Sparky. :)
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