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Messages - x_traveler_x

#41
Other than the arms being different lengths, it looks really good.  I like the style you're going for.
#42
Quote from: lo_res_man on Tue 22/02/2005 22:03:45
that sprite is very unsutabul for the resoluton your talking about.
at that high the caractorwould be hard to see,

Not to sound defensive, but I've been playing adventure games for a long time, so I know some good points of reference.Ã,  I think a sprite this size will work just fine for a 640x480 game.Ã,  In fact, he's proportionally the same size of the average character in a 320x240 game.Ã,  I know this because I used King Graham's image doubled in size to approximate how large I should draw him.Ã,  Did you think King Graham was too small in any of the King's Quest games?

One thing I neglected to mention was the fact that I'm using scaling in my game.Ã,  So If there's a scene that calls for the character to appear larger in the foreground, he'll be automatically re-sized appropriately, although slightly pixelated.

Thanks again for your comments!
#43
Wow, thanks for the input, people!

Well, I took a little bit of what everyone said, and made some changes to the sprite.Ã,  You all made some very good observations, and I noticed some things wrong myslef.Ã,  Here's the updated de-frumpped version:


before /// after

#44
Okay, this is my first attempt ever at drawing a sprite for a female character in a while, so I'm bound to get some constructive comments on it.Ã,  Wheather she's going to be used as the obligatory damsel-in-distress or the common dime-store-bar-fly has yet to be decided.

1x 2x

One thing I know needs work is the shoes, so I'm mostly looking forward to comments on that.Ã,  Thanks.
#45
Okay, I updated the main front view of this sprite:

before: 1x 2x

after:   1x 2x

btw, the game is 640x480

I only got to work on this still frame for now.  I'll fix the animated one later on.

Anyway, I did away with the smiley design altogether, since it seemed to be diverting attention away from the rest of the image.  Then I moved the feet closer together, while still angling them out, since that's how people usually stand naturally (I seldom see people stand with their feet aiming dead ahead unless they're standing at attention).  Also, I removed the black outline in an atempt to fix the cross-eye problem, therefore changing the whole style entirely.  Overall, I like it better, but something about it still irks me a little. 

Thoughts?
#46
Critics' Lounge / Re: Pixel People! Yay!
Tue 22/02/2005 09:30:44
They look like the typical people I would see when I was working at RadioShack. :)

Anyway, they are very well done for as little time you claim was spent working on them.  The only thing that irks me is their lack of mouths, but then again, that could be the style you're going for.  Other than that, I have very few complaints.

Looking forward to seeing more!
#47
Wow!  Thanks for some excellent feedback, everyone.  I'll make some touch-ups today and post them a little bit later. 
I'm a little surprised that the MIDI file didn't seem to get much criticism, be it positive or negative.  Any comments on this?
#48
I don't know if anyone has already suggested this or if it's already in the works.  It would be nice if there was a way to add a mouseover image and pushed image to slider handles in the GUI editor.  Since you can do it with buttons, why not with sliders?

#49
Very true.  Thanks for pointing that out.
#50
Hey, good people!

Now that I've hammered most of the rough edges out of my game's interface, I'm finally able to move on to the fun stuff-- CONTENT!

My game will follow the classic Sierra-type interface.  I've always prefered that interface, and since it's my first project, it should be easy to work with.

First, here's a sample of a character sprite.  He isn't really a main character, but will serve as the basis of how the rest of my characters will be drawn (haven't drawn a female yet):



Next, a couple samples of mouse cursors.  Note the "arrow" shape on each, which virtually eliminates pixel-hunting (as seen in SQ6):



Finally, here is a possible tune which will be played when my logo shows:

( http://fallingpeople.constructivechaos.net/FANFARE1.mid )


Well, there you have it for now... fire away!
#51
Thanks VERY much for your help.  That worked quite nicely :)

Peace!
#52
Yeah, I don't see how puting that in the global script would do anything.

Unless I'm mistaken, I believe you would put that in whatever room want the delay to change.  If you want to change it right when the game begins, then you would put it in your first room's interaction script before the fadein.

Click Room Editor, then click Settings, then click the "i" button.

Let me know if that helps!
#53
Thanks again for your help!  I really do appreciate it.  I think I almost got it. 

Here's what I added:

Code: ags

    if (button==2){						// If listbox is clicked on
      ListBoxGetItemText (7,2,ListBoxGetSelected(7,2),text);	// Get what player highlighted
      SetTextBoxText(7,3,text);					// Put highlighted text in textbox
      index=ListBoxGetSelected(7,2); 				// Get highlighted save slot
    }  



This DOES bring the highlighted text into the textbox, but it still saves the game to a new slot instead of replacing the one that's highlighted.  I figured using ListBoxGetSelected would work, but it doesn't, or at least I'm not using it properly.    Any more advice?
#54
Okay, I tinkered around with it today and was able to fix a couple things:

- I can now save up to the maximum number of saves (20), as desired.
- Only whatever is highlighted is deleted, instead of the most recent item

However, problem "B" still exists, in which whatever slot the player highlights should be entered into the textbox, and that highlighted slot should in turn be overwritten.  But instead, it only saves over the most recent slot regardless of what the player highlights.

I've tried ListBoxGetItemText & SetTextBoxText but neither one seems to produce any kinds of results.

Updated script:

Code: ags

// ##### SAVEWINDOW #####

  if (interface==7) {					
    SetMouseCursor (6);						// Change cursor to Arrow
    if (button==0) {						// If SAVE button is pressed
      index = ListBoxGetNumItems(8,2);				// Get number of saves
      if (index<20) {			  	    		// If there are 19 saves or less
        GUIOff (7);						// Hide SAVEWINDOW
        GUIOn(1);						// Show ICONBAR
        GetTextBoxText(7,3,text);				// Get what player entered in
        SaveGameSlot(index,text);				// Save name as what player entered in
	SetDefaultCursor();					// Change cursor back to default
      }
      else {							// Otherwise
        index=ListBoxGetSelected(7,2);				// Get highlighted text
        GetTextBoxText(7,3,text);				// Get what player entered in
	GUIOff (7);						// Hide SAVEWINDOW
        GUIOn(1);						// Show ICONBAR
        SaveGameSlot(savegameindex[index],text); 		// Save name as what was highlighted
	SetDefaultCursor();					// Change cursor back to default		        
      }
      ListBoxSaveGameList(7,2);					// Refresh list for SAVEWINDOW
      ListBoxSaveGameList(8,2);					// Refresh list for RESTOREWINDOW
      ListBoxSaveGameList(9,2);					// Refresh list for DELETEWINDOW
    }
    else if (button == 5){					// If Delete button is pressed
      index = ListBoxGetSelected(7,2);				// Check if something is highlighted
      if (index==-1){						// If nothing is highlighted
	Display("Please select a saved game to delete.");	// Display this message
      }
      else{							// Otherwise
        DeleteSaveSlot (savegameindex[index]);			// Delete what player highlighted
        index = ListBoxGetNumItems(7,2);			// Get number of saves
        ListBoxSaveGameList(7,2);				// Refresh list
        ListBoxGetSelected(7, 2) == -1;				// Lose the highlight
      }
      ListBoxSaveGameList(7,2);					// Refresh list for SAVEWINDOW
      ListBoxSaveGameList(8,2);					// Refresh list for RESTOREWINDOW
      ListBoxSaveGameList(9,2);					// Refresh list for DELETEWINDOW
    }
    if (button == 1) {						// If Cancel button is pressed
      GUIOff(7);						// Hide SAVEWINDOW
      GUIOn(1);							// Show ICONBAR
      SetDefaultCursor();					// Change cursor back to default
    }
  }
  
#55
Yes, thanks for asking, I am.  The problem persists, though.
#56
Quote
3. Is there a way to hide/show GUI buttons during runtime?

I prefer SetGUIObjectEnabled(GUI, int object, int enable).  This will make your GUI button non-clickable.  Note that instead of making it invisible, it will just grey it out.  This is exceptionally handy if you have a button used for inventory items.
#57
Hello again, people,

  Still trying to finish off fine-tuning this SAVE GUI I've been hammering away at lately.  I've searched the forums, visited many tutorials and FAQs, but only found them confusing.  Finally, after many headaches, I was able to produce something.    I am able to save games with it, but a couple things aren't quite right:

a> I can only save about 13 or so save slots (instead of the usual 20) before it starts overwrighting the most recent slot. 

b> I would like whatever slot the player highlights to be entered into the textbox, and have that slot be overwritten, but it still only removes the most recent slot regardless of what the player highlights.

Hopefully, someone with more insight than I can point out what I overlooked.  Here's my global script:


// ##### SAVEWINDOW #####

  if (interface==7) {               
    SetMouseCursor (6);                  // Change cursor to Arrow
    if (button==0) {                  // If SAVE button is pressed
      index = ListBoxGetNumItems(8,2);            // Get number of saves
      if (index<20) {                        // If there are 19 saves or less
        GUIOff (7);                  // Hide SAVEWINDOW
        GUIOn(1);                  // Show ICONBAR
        GetTextBoxText(7,3,text);            // Get what player entered in
        SaveGameSlot(index,text);            // Save as what player typed
        SetDefaultCursor();               // Change cursor back to default
      }
      else {                     // Otherwise
        index=ListBoxGetSelected(7,2);            // Get highlighted text
        GetTextBoxText(7,3,text);            // Get what player entered in
        GUIOff (7);                  // Hide SAVEWINDOW
        GUIOn(1);                  // Show ICONBAR
        SaveGameSlot(savegameindex[index],text);       // Save as highlighted
        SetDefaultCursor();               // Change cursor back to default             
      }
    ListBoxSaveGameList(7,2);               // Refresh list for SAVEWINDOW
    ListBoxSaveGameList(8,2);               // Refresh list for RESTOREWINDOW
    }
    else if (button == 5){               // If Delete button is pressed
      index = ListBoxGetSelected(7,2);            // Check if something is highlighted
      if (index==-1){                  // If nothing is highlighted
        Display("Please select a saved game or hit Cancel.");   // Display this message
      }
      else{                     // Otherwise
        DeleteSaveSlot (savegameindex[index]);         // Delete what player highlighted
        index = ListBoxGetNumItems(7,2);         // Get number of saves
        ListBoxSaveGameList(7,2);            // Refresh list
        ListBoxGetSelected(7, 2) == -1;            // Lose the highlight
        }
      }
    if (button == 1) {                  // If Cancel button is pressed
      GUIOff(7);                  // Hide SAVEWINDOW
      GUIOn(1);                     // Show ICONBAR
      SetDefaultCursor();               // Change cursor back to default
    }
  }
 

If you need more info, please don't hesitate to ask.
Thanks!
#58
Thanks, that worked! 

I think I'll be able to handle the rest.  These, so far, are the single most difficult commands to use, in my opinion.

I would honestly suggest that the next version's manual include a more in-depth walkthrough on custom Save and Load GUIs, instead of just the Quit GUI.
#59
I believe you're refering to ListBoxSaveGameList, which is in my global script as shown in my post above.  Do I need to put this somewhere else?
#60
*GROAN*

Okay, I almost have my custom save window and restore windows completely done, but they just won't work right.  The problem is the list of saved games doesn't appear in the GUI's list when i restart the game.  I don't know how else I can describe it.

Global:

// ##### SAVEWINDOW #####

  if (interface==7) {
    SetMouseCursor (6);
    if (button==0) {
      index=ListBoxGetNumItems(8,2);
      if (index<20) {
         GetTextBoxText(7,3,text);
         GUIOff (7);
         SaveGameSlot(index,text);
         GUIOn(1);         
      }
      else {
        index=ListBoxGetSelected(7,2);
        GetTextBoxText(7,3,text);
         
        SaveGameSlot(savegameindex[index],text);
      }
    ListBoxSaveGameList (7,2);
    ListBoxSaveGameList (8,2);
    }
    if (button==1) {
       GUIOff (7);
       GUIOn(1);
    }
  }

// ##### RESTOREWINDOW #####

  if (interface==8){
    SetMouseCursor (6);
    if (button == 0) {
      index = ListBoxGetSelected(8,2);
      RestoreGameSlot(savegameindex[index]);
      SetCursorMode(6);
      GUIOff(8);
      GUIOn(1);
    }
    else if (button == 1) {
      GUIOff(8);
      GUIOn(1);
    }
  }


Any thoughts?  Thanks!
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