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Messages - subspark

#721
I like the trend of steamlined userfriendlyness that is inherrant with AGS 3.0.

Pehaps we could have an option to 'Update Sprite' or 'Update Folder' if AGS could remember the image's file name and directory upon import. All sprites are still compiled into the exe of course.

Paul.
#722
QuoteSeems like a rather insane amount of work for a visual effect, but then again, it IS a purty damn nice effect.

Your not wrong there Rui. It sure is a visually pleasing aesthetic to a game. So you beleive what i said above can be done with some effort? Does anybody know how they tackled this for Broken Sword?

EDIT:
Quoteone would have to find a way to get the engine know when the character's foot has reached the ground.
Actually this could be acheived with the suggested foot plant plugin from this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33099.20
You could set states besides offset coords for each frame like foot down or leaning forward and you could draw your actions from there.

Do you like where I'm going with this Chris?

Cheers,
Paul.
#723
QuoteOr even Jython?
Or perhaps Pava?  :o
#724
Oh I get you. Yeah that does sound like a rather tedious process.
Perhaps Chris will still re-add the 8 bit palette support for the minority?

Paul.
#725
QuoteI don't think we ever managed to come up with a decent gameplay for multiplayer adventures.
Darn I missed this thread. I always imagined a good multiplayer game would be something like Day of the Tentacle. 3 people join across a network to take control of 3 different characters. They need each other's different skills or times to get past the game.

I can't believe no ones done this yet. Cooperative gameplay is a late trend that should have been commonplace in the late 90s.

Paul.
#726
Can AGS import palettes from say, Photoshop or Paint Shop Pro?

Paul.
#727
Ahh darn it. I was going to try that but got sidetracked and tried something else.
Thanks a bunch, Khris.

Paul.
#728
Well as long as Chris or somebody will eventually get round to porting AGS to windows mobile then I'm as happy as a fly on a poo.

Paul.
#729
QuoteThis would be reasonable to implement, but I'm not sure if anyone else would find it useful?
If you can manage to allow AGS to reorder sprites both in the sprite editor and to update any slots in the pane editor (excluding assigned slots in scripts) then I would find this very useful.
Too many times have I gotten things out of order as those big numbers below my sprites can be very confusing sometimes.  :'(

Cheers,
Paul.
#730
I think your right Chris, about developers complaining that there isn't any transition out. Having said that there are alternate ways to go about this.
For example, in a moderate length walkcycle there are about 3 or 4 frames during the course of the animation where one transition would look smooth enough for those three frames to be undetectable by the player. The player could indeed 'walk' through enough frames to reach one of the transition friendly frames. To stay true to the point at where the user clicked, the movement speed could slow slightly to compensate. This might all sound too complicated but it's the only way I can think of to accommodate transitions for starting AND stopping.

Cheers,
Paul.
#731
Thanks monkey. I already tried that actually. That time it didn't even pop to the left side.  :)

Paul.
#732
Quotehow do you go from a random walking frame to the stopping transition smoothly?
Thats a good point CJ. I imagined that the transitions would only be necessary for starting rather than both starting and stopping. But if one is willing to draw xx sprites ;) ...

Cheers,
Paul.
#733
Ive tried everything! I can't seem to get it to scroll in the direction I want. I want it to scroll 91 pixels to the left. This is what I have so far:
Code: ags
function room_AfterFadeIn()
{
  Wait(80);
    int c, x;
    while (c>0) {
      if (c>45) x=Scroll(91, c, 46, eEaseOut);
      else       x=Scroll(45, c, 0, eEaseIn);
      Wait(1);
      SetViewport(x, 0);
      c++;
    }
  Wait(100);
  ReleaseViewport();

  FadeObjectIn_NoBlock(oLocationTime,0, -15); // Paracosmo City 2083
  cNarrator.ChangeRoom(3, 120, 0);
}


I know I'm somewhat there.

Cheers,
Paul.
#734
Hmmm. Let me see what I am doing wrong. I must have some conflicting code in my game somewhere. I did use two different methods before I tried yours so there might still be some left over code.
I can't believe how simple your function is, btw. I'm astounded that smooth scrolling can be done with merely a few lines of code. Thats pretty impressive to me, man.

Paul.

EDIT: Ahah! Top to bottom you say. Thats where my error is. I was wondering why it never worked at all. I'm actually trying to go from right to left. It makes sense now. This must be pretty simple to do so I'll have a play around.

Thanks Khris.
#735
Hmm. It compiles and launches fine however it still jumps without scrolling. I wonder if its something in my global script. I've tried searching through my scripts looking for bugs but nothing is immediately obvious. Boy, either I'm really stupid, or I'm missing the obvious.  :-[

Cheers,
Paul.
#736
I'm with you now. However when using it with SetViewport the screen jumps to the value rather than performing any scrolling at all.
I've adjusted the code like this:


Code: ags
function room_AfterFadeIn()
{
  Wait(80);
    int c, y;
    while (c<199) {
      if (c<100) y=Scroll(0, c, 99, eEaseOut);
      else       y=Scroll(100, c, 99, eEaseIn);
      Wait(1);
      SetViewport(0, y);
      c++;
    }
  ReleaseViewport();

  FadeObjectIn_NoBlock(oLocationTime,0, -15); // Paracosmo City 2083
  cNarrator.ChangeRoom(3, 120, 0);
}


Am I missing something somewhere?

Cheers,
Paul.
#737
Interesting. Ultimately I would like to know how to work through your code to achieve this:


I'm aiming for easing in general. So smooth out from point A to smooth in to point B.

Paul.
#738
It's an interesting idea, but I thought AGS stores all sprites internally?
Paul.
#739
Advanced Technical Forum / Re: Foot Planting
Tue 04/12/2007 22:09:18
I respect your opinion Khris but I'm highly inclined to agree with CJ. He relies on this community to provide feedback on features that are most desired.
A suggestion may seem like a waste of time to one member, but be perfectly reasonable to everybody else.
So again I respect your opinion, but I don't believe I deserve to be criticized for my own.

EDIT: Ideally, if you have correct foot planting at full scale either by sprite editing or the suggested feature you can solve the foot sliding problem that occurs if AdjustSpeedWithScaling is turned on. I imagine you'd simply need to tweak your frame's coordinates for each scale state. That is if states is the way Chris would go about this.

Cheers,
Paul.
#740
Fair enough.  :) Although running our AGS 3.0 games in a platform independent environment is certainly a lucrative idea.

Cheers,
Paul.
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