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Messages - subspark

#961
Cheers mate. Thanks for the tip.
#962
Sorry if this is a real dumb question but seeing you just repied and its late on my end I'll be lazy and ask it: How do i script a blocking function.

Yes 2.7 code. Indeed!
#963
Everytime I make the EGO do a certain number of things like:
Code: ags
character[EGO].Walk(150,  102);
	character[EGO].FaceLocation(150, 0);
	gui[1].Visible = false;
	character[EGO].Say("Hmm. I think I'll open the blinds on the other side.");
	character[EGO].Walk(150,  108);
	character[EGO].Walk(215,  102);
	character[EGO].FaceLocation(215, 0);
	SetCharacterView(EGO, 6);
	AnimateCharacterEx(EGO, 0, 0, 0, 90, 1);
	SetBackgroundFrame(1);
	ReleaseCharacterView(EGO);
	Wait(10);
	character[EGO].Say("What a goregous view!");
	SetGraphicalVariable("Blinds Open",  1);
	gui[1].Visible = true;


The player character skips actions and in a flash he's done. He appears to have never waited for his last action to complete. Does my code need more wait(X)'s or something or is my computer just mega fast?

Cheers in advance.
#964
I have managed to solve my problem.

Thanks for your help!
#965
Oh ahh. Hehe. Whoops. I guess my own thread would have been handy.
I just was looking for solutions to my problem when I found this thread and thought it was similar.

Your quite right. Thankyou for your super generous help my encouragble friend.

Just one last thing, how could I stop the animation delay. Is there a specific symbol for infinity like -1 (which I tried BTW to no avail)? I want the frame to hold until changed via script instead of changing automatically after a period of time.

I shall read the manual more carefully this time.

Cheers again!

EDIT:
Well so far I've had no luck with SetBackground().

So instead I tried MergeObject() which is basically appropriate for the state of my room however when the game runs this line there are artifacts before the room corrects itself. Artifacts in terms of unchanged parts, boxes if you will before the whole background changes properly.

I've tried everything! I've even created a non clickable character with the altered room graphic but it sits in front of the character. So do objects even if I throw the baseline right up to the top of the screen.

I can't understand it. Argh!
#966
What if the background is the object...

Lets say I have these windows covered with blinds. The background is drawn with them closed and a hotspot is made for them. Now when the blinds are opened the room is brighter and some sunbeams come in.

Or lets say your in a dark cave, and the room is pitch black except for maybe the entrance from which you came. You move the mouse around blindly looking for hotspots and you find one named "lightswitch" you use it and the room suddenly lights up.

I doubt it's possible to call a specific frame from a backgrround animation to display infact I doubt you can write scripts for the background frames at all.

My point is, wouldn't it just be easier if I could say type:

room[0].Animate(5 //frame, -1Ã,  //Time till reset)

Or something alike?

Is there any hope for me and my interactive background states or does Chris plan to rewrite the background animation feature alltogether? I wouldn't argue thereÃ,  8)

Cheers guys!
#967
Hey. It's been a while...but, I am curious. Has anyone actually managed to recompile ANY of the LEC Templates for use with AGS 2.7 Beta 3 and succeeded with testing it fully?

Also, I wish to have a DOTT,FOA,MI2 style interface but my game resolution is 640x480. Is there an easy way of adjusting the code to take the > resolution into account?

In my opinion JAVA and .net fx is going to give AGS an expidential increase in functionality and user friendliness. But thats beside my point. Just loving the moment! Purely loving it!  :D

Any ideas about the resolution and any news on the LEC game templates' full compadability with 2.7b3 would be greatly appreciated.

Beers,

Subspark.
#968
Critics' Lounge / Re:a more painted style
Sat 27/09/2003 03:03:55
Not to put yo down, Pessi, but i can't make full sense of what you wrote. I am an artist and work in the industry and I read your reply and thought i was reading something out of my old science exam papers. As an artist I can interperate what your saying but you mentioned the same points 3 or for times and contradicted yourself earlier in your post. I'll be brief but I think DNA's trees look good because the sunlight is hitting the other side leaving them a pasty black to our view. I would like to see more silouettes around the leaves myself as this gives a sort of translucency you see in leaves when light hits them from behind. Example:

http://www.digi-element.com/images/awb30/exmachina/automn_imagecomp2.jpg

Another thing about the inconsistency of DNA's image is the light hitting innapropriate areas for example the rocks laying through the center of the image. It seems to me as though there is a light source somewhere behind us hitting the rocks in the opposite direction. The sillouettes are reversed giving us a missconception to how the scene is illuminated. The sun is the only scource of light that DNA has given us therefore we should not be distracted by things outside of our view. In the case of an adventure game this issue could lead us to think there is more to the image in terms of where the player can go.

On another note the sun is great. The classic saturated indiana jones logo look can work if you compose it correctly which I think DNA has done for the majority of his image. To me the atmosphere of the game world seems like mars as the shade between the horizon and the sun is darker than the sun itself which to me, gives the subtle imprression of a dust storm heading our way. Maybe water it down with a streak of clouds under the sun as in a typical sunset you'd see in a photograph. The last thing I spotted was the sky turning pitch black at the treetops. It does leave a dark feeling to the image like someone has cast a huge black thunderstorm over our heads but realisticly the sky would dissapate from oranges to purples to blues to blacks (and stars). If you were going to put stars in, DNA, I suggest you place one or two in the purpley areas that would be in place of the dark red and as the sky gets deeper in its colors heading towards the remains of the night sky, place more stars around that area.

Apart from the obvious the image looks great. You have my congrads.
Also to Pessi, good on you for picking up not only the obvious but the subtle defects of DNA's fantastic peice.
#969
Critics' Lounge / Re:Animation C+C
Sat 27/09/2003 02:10:22
Hmmmn the tie still bothers me. Have it sway a bit. He is limping after all so even movement would not be the issue.
#970
Critics' Lounge / Re:Ignac trailer
Thu 04/09/2003 02:23:02
Igor, I think you've given alot of inspiration to fellow AGSers. I salute you. When I did my diploma in Computer Graphics & Animation I did a short 2D animation course required to get into 3D. My teacher did very similar flash animation sequences to that of your trailer. I can see you getting sufficient work in 2D concept design / animation/ background imagery.

I recomend fleelancing yerself if not already, working in the games industry is fanstastic. I'm getting plenty of 3D work however unfortunately most 2D games have dropped back to the children's catagory. Have you ever considered working in this area of the industry?

(sparx finishes salute)

Speak 2 u again soon. Keep up the great work, Igor.

#971
Critics' Lounge / Re:Game Midis by Subspark
Thu 04/09/2003 01:48:49
I am.  ;D  in my 'spare time' of course. I work in the games industry and am supposed to be working on a movie soon with animal logic. Im really a 3D guy however makeing adventure games is my biggest hobbie...
#972
Critics' Lounge / Re:Backgrounds by Subspark
Thu 04/09/2003 01:41:34
Thanx alot guys for your feedback. I really appreciate your input.
Also to Andail, thankyou too. I realise that a couple of the screenies's background art are quite "smudgie" however they are infact incomplete as I never got round to adding the 4th pass of detail. For example the blueish floor in the room with the two aliens. I might get round to adding cracked rocky tiles like in the arizona desert.   ::)

Anyhow I'll post more screenshots in following weeks.

Cheers fellas!
#973
Critics' Lounge / Re:scanned and coloured
Wed 03/09/2003 13:49:14
Hi there custard.

I thought I might give sum construktive feedbak over those nice images you posted.
I chose the sword as an example because you mentioned you didn't like the colors so I whipped up a small tutorial giving you examples of how to improve your graphics...enjoy:

Note: I changed the colors of the handle simply by adjusting the hue & saturation in photoshop. Im sure theres a similar feature in Jasc Paint Shop pro too.

#974
Critics' Lounge / Re:Backgrounds by Subspark
Wed 03/09/2003 10:40:21
why thankyou.

ill post in the same message next time then.
#975
Critics' Lounge / Re:Ignac trailer
Wed 03/09/2003 10:13:59
Quote from: miez on Thu 10/07/2003 12:46:08
Right - Igor - let me make this absolutely clear: this is a forum for AMATEUR adventure makers. That trailer was anything but AMATEUR. What are you doing here?  ;D

Gobsmacking ... bowelturning ... better than sex ...

Last time I checked this was just a forum for Adventure Makers. Not all of us are amateur as you so boundlessly annouced.   ;)
#976
Critics' Lounge / Backgrounds by Subspark
Wed 03/09/2003 10:05:49
Here are some backgrounds I did 2 years ago with photoshop. Two are tests for a game I never got around to making, and the other is a remake of Zak McKraken 's boss's office. This one got me into the Zak McKraken 2 team. I left though for private reasons.  :-X






The images contained in this message are copyrighted by Paul Wilkinson...

Enjoy...
Peace...
The whole brother thing,
Sparky...
#977
Critics' Lounge / Game Midis by Subspark
Wed 03/09/2003 09:59:37
Hi fellas, I did these a long while ago bout 2 years. There are a couple of new ones. There are many different styles of music including a monkey island map midi remake. (i did it from the memory of how the map music sounded after not playing monkey island since 1993)

The midi (Wilko's Concerto) "do not be fooled" is completely mine. I tried a 17th century style and came up with this midi.

All content contained in the archive is copyright of Paul Wilkinson (yes my REAL name)

If you wish to use it somewhere then I must be told otherwise you could be prosecuted.

I had alot of phun making these tunes and i plan to do more in the future...
Also anyone with a good sound card will appreciate them more...:)
Download here:
http://blue-rush.tripod.com/sparx_midis.zip

Note: you'll have to copy the link coz tripod don't support my linking of files.

cheers to all,
sparky...
#978
Are you f...ing stupid. You must be to assume I havent read the "f***ing" manuals) As far as I know there is "NOOOO" REMOVEWALK "BEHIND" areas. Why are YOU so short with me TK? I may be do things a little outside the box but really...thats no way to treat a fellow member!
#979
Quote from: TK on Tue 02/09/2003 13:29:33
*cough* If no-one replies to a thead for half an hour it doesn't mean they're out of ideas. It means no-one's here that time. *cough*

*cough* I was simply saving it from being lost in the realms of abandoned topic posts ;) *cough*

No I can't do that. That means i'm going to have to undo the majority of my work and add another background sized image into the room. I'm not exactly resource heavy, I don't think anyone is anymore thesedays (hopefully) I just like to be tidy and resourcefull.

All I need to do is probably hide the walkbehinds. (if possible through a RemoveWalkBehind function or something) (doubt it exists) I can't change the baseline through scripting because that only relates to the characters.
#980
any suggestions?
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