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Messages - Charles

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1
AGS Engine & Editor Releases / Re: AGS 3.4.0
« on: 07 Oct 2016, 03:51 »
Of course, thank you so much CW. Such a simple oversight. It's always the obvious things that sideline me.

2
AGS Engine & Editor Releases / Re: AGS 3.4.0
« on: 07 Oct 2016, 02:54 »
I'm not sure if this is the right place to write about bugs to this version, but perhaps you could try this and see if you get the same glitch.

Create a default game, lower the resolution to 320 x 180 instead of the default 320 x 200.

Now walk from the bottom to the top of the screen, or the top to the bottom.

In default resolution, the demo game roger walks smoothly. In 320 x 180 resolution mode, he jerks, or hiccups, as he walks. Almost as if he's having trouble pathfinding, or he's pathfinding around an invisible object. It's easily visible if 'movementspeedlinkedtoanimation' is set to false.

Reset the resolution, he walks normally.

3
I clicked the send vote link, and it just redirected me to the forum home page. Am I missing something? Nevermind, it decided to cooperate.

4
Critics' Lounge / Re: Screen Mockup,
« on: 14 Jan 2016, 19:49 »
Quote
You know what you could do? You could make the limit between the black background of your GUI and the scene's background uneven. A bit like the wave formed by the carpet underneath. Or like the upper edge of planks or wood. Or whatever. That would be neat.
I like the idea of giving the gui background some sort of texture, (i.e. wood), but not an uneven line that creates an overlay, I like the clear distinguished line between background and interface.

Quote
However I strongly suggest that you move the sprites down in the black area. The lower margin is too big, and the upper margin too small (unless you keep that status label underneath like in the HoF screenshot)
Yes, exactly, it's there for a display. There is a precisely 12 pixel line beneath the interface for a status-line.


5
Critics' Lounge / Re: Screen Mockup,
« on: 13 Jan 2016, 19:15 »
Another idea could be giving the character a slightly different colour value:
(This also works for the gui, methinks.)

This is exactly what it needs, but my colorblindness makes shifting color-ramps, problematic but as long as I keep each new ramp, to a single-hue, I think I can handle it. (as long as I keep them separated, and remember exactly which ramp I used on what.

As for the GUI itself, it's modeled directly after the one from Kyrandia - HOF.

I was talking to some guys in IRC, and they seemed to think the interface was less classic and more copycat. That it didn't fit in a sci-fi setting, and seemed too derivative. That I might as well have copy/pasted, which is hilarious considering the work I put into drawing it from scratch.(laugh) lol. Only interesting to the technical, it's a completely different scale and orientation of some of the elements, because it was designed to fit a 320x180(200) resolution, hence the reduction of double-row of inventory slots.

Just be careful with the font color (if there even is dialog in here). Clean white could be problematic in front of these moon and dark black in the darker areas of the game (e.g. the cave?). I guess thats why most of these monochromatic games use the sierra style. Or do you do that too?

Well, as long as there's an outline with good contrast for the fonts, then it's no problem. ;)

Yeah, in HOF, (the game system this is modeled after) the text is a bold light color, with a dark outline, something done by the Monkey Island games too I believe.

I'm gonna work out some basic color ramps (appropriately desaturated) (we'll see what happens when I, and my colorblindness get loose in the palette picker... mue mue mue.) then see what I can do to address everyone's suggestions.

6
Critics' Lounge / Screen Mockup,
« on: 13 Jan 2016, 04:50 »

I'm totally satisfied with the GUI, but is the bg/sprite contrast too low to be playable?

I'm about to go nuts creating this mags game I'm working on. I've been so out of practice, it's like grinding teeth! I don't have photoshop at the moment, so doing simple things like palette reduction, creating gradients, and tinting the grays takes three different programs.

Why is it in grays you ask? Because I am colorblind as heck.

And yes he is in his underwear; Inspired by Ripley in Alien, and because I wanted to pixel guys in undies... pbblt.

I don't know if this is gonna qualify for this month's mags, (my idea is for a sci-fantasy game, involving space plague) but even if it doesn't, I'm gonna try hard to finish it anyways.

If my workflow doesn't make me commit seppuku before I manage to finish.

I'm in such a hurry, I'm really just wanting a level of quality that's playable and not eye-wrenching, so thoughts?

UPDATE: 01/17/16


So I'm still refining my color reduction, palette creation, frankly the whole process of coloring an image. But I thought I'd post an update, so you could see some tentative partial coloration, especially on the GUI.

At this speed of progress I'll never get it done for MAGS, but I have some ideas of adapting this concept for a regular game, so we'll see if anything comes of it. #nopromises

7
:( unfortunately I went -legit- (aka gave up the pirates life) and removed my ill-gotten photoshop copy. And for a 'hobby,' I just can't justify twenty-bucks a month for the tool. My current combination/pipeline is Paint-Tool Sai, and Graphics Gale.

Working in grayscale, and then using a binary color layer might help me work on contrast, but that still doesn't help me with the reduction...

8
Funny you should mention Kyrandia II, 8-0 that's exactly the kinda game I wanna work on!

Above is the un-reduced, bottom is the reduced. (duh)

9
General Discussion / Palette Creation, Palette Conversion
« on: 05 Jan 2016, 07:36 »
So I was, wanting to reduce the colors/remap the palette of some graphics drawn in hi-color, into low-color sprites. Specifically into a single palette that all my sprites can use, specifically Dawnbringer's 32 color palette. http://pixeljoint.com/forum/forum_posts.asp?TID=16247 However, when I do this, the graphics look terrible, there's just not enough colors available to represent the graphics that way.

I can't use room specific colors for these, because the graphics will be present in all the rooms. So, what I'd like to do, is use a single universal palette across my entire game.

But, trying to create one is really hard for me, because I'm colorblind. Another reason I like using a pre-determined color palette. (I can do fair-work, when I have a 'crayon-box', to pull colors from.)

So I was wondering, what palette creation tools do you guys know of? Or software for color reduction? Any hints here? 

10
I'd be more than willing to beta-test too, if you're still doing that, my Steam profile is: http://steamcommunity.com/profiles/76561198005763392/

11
This is beautiful from what I can see. I've got it followed, and wish-listed on steam, when can we expect it to be on store?

On a developmental note, why 320x240? Isn't that a bit, square? Seems a bit counter-intuitive since most screens fit a more rectangular aspect of 16:9 ? (i.e. 320x180.) Not that I'm complaining mind you, more to love. I'm just curious.

12
I just finished it, you guys should be horse-whipped for making me brute-force that locker combination.
I ran into a glitch once, where I wasn't able to exit from the 'what course of action should I take' segment no matter what choice I picked to do, and I had to start over, otherwise it was really good.

13
THANK YOU, I just TOTALLY overlooked that in the documentation, wtheck. It's 7:00am here and I've been awake for hours trying to finish getting my text-box working. Thanks so much for your quick reply, and awesome addon.

14
Modules & Plugins / Set Glyph Glitch?
« on: 14 Sep 2012, 12:01 »
In a game I'm working on I want to use your plugin, I installed it and created a bitmap font:

It's spaced 10x10 to accomodate the largest characters or 'glyphs' on the sprite-sheet.

Then in function game_start() I put this:
Code: Adventure Game Studio
  1. SetSpriteFont(0, 57, 6, 16, 10, 10, 32, 126, false);
  2.   SetSpacing(0, 1);
  3.   SetGlyph(0, 32, 0, 0, 4, 7); //Blank
  4.   SetGlyph(0, 33, 10, 0, 2, 7); //!
  5.   SetGlyph(0, 34, 20, 0, 5, 7); //"
  6.   SetGlyph(0, 35, 30, 0, 6, 7); //#
  7.   SetGlyph(0, 36, 40, 0, 4, 7); //$
  8.   SetGlyph(0, 37, 50, 0, 6, 7); //%
  9.   SetGlyph(0, 38, 60, 0, 4, 7); //&
  10.   SetGlyph(0, 39, 70, 0, 3, 7); //'
  11.   SetGlyph(0, 40, 80, 0, 4, 7); //(
  12.   SetGlyph(0, 41, 90, 0, 4, 7); //)
  13.   SetGlyph(0, 42, 100, 0, 6, 7); //*
  14.   SetGlyph(0, 43, 110, 0, 4, 7); //+
  15.   SetGlyph(0, 44, 120, 0, 3, 7); //,
  16.   SetGlyph(0, 45, 130, 0, 4, 7); //-
  17.   SetGlyph(0, 46, 140, 0, 4, 7); //.
  18.   SetGlyph(0, 47, 150, 0, 5, 7); // /
  19.   //Row2
  20.   SetGlyph(0, 48, 0, 10, 5, 7); //0
  21.   SetGlyph(0, 49, 10, 10, 5, 7); //1
  22.   SetGlyph(0, 50, 20, 10, 5, 7); //2
  23.   SetGlyph(0, 51, 30, 10, 5, 7); //3
  24.   SetGlyph(0, 52, 40, 10, 5, 7); //4
  25.   SetGlyph(0, 53, 50, 10, 5, 7); //5
  26.   SetGlyph(0, 54, 60, 10, 5, 7); //6
  27.   SetGlyph(0, 55, 70, 10, 5, 7); //7
  28.   SetGlyph(0, 56, 80, 10, 5, 7); //8
  29.   SetGlyph(0, 57, 90, 10, 5, 7); //9
  30.   SetGlyph(0, 58, 100, 10, 2, 7); //:
  31.   SetGlyph(0, 59, 110, 10, 3, 7); //;
  32.   SetGlyph(0, 60, 120, 10, 4, 7); //<
  33.   SetGlyph(0, 61, 130, 10, 4, 7); //=
  34.   SetGlyph(0, 62, 140, 10, 4, 7); //>
  35.   SetGlyph(0, 63, 150, 10, 4, 7); // ?
  36.   //Row3
  37.   SetGlyph(0, 64, 0, 20, 8, 7); //@
  38.   SetGlyph(0, 65, 10, 20, 5, 7); //A
  39.   SetGlyph(0, 66, 20, 20, 5, 7); //B
  40.   SetGlyph(0, 67, 30, 20, 5, 7); //C
  41.   SetGlyph(0, 68, 40, 20, 5, 7); //D
  42.   SetGlyph(0, 69, 50, 20, 5, 7); //E
  43.   SetGlyph(0, 70, 60, 20, 5, 7); //F
  44.   SetGlyph(0, 71, 70, 20, 5, 7); //G
  45.   SetGlyph(0, 72, 80, 20, 5, 7); //H
  46.   SetGlyph(0, 73, 90, 20, 4, 7); //I
  47.   SetGlyph(0, 74, 100, 20, 5, 7); //J
  48.   SetGlyph(0, 75, 110, 20, 5, 7); //K
  49.   SetGlyph(0, 76, 120, 20, 5, 7); //L
  50.   SetGlyph(0, 77, 130, 20, 6, 7); //M
  51.   SetGlyph(0, 78, 140, 20, 6, 7); //N
  52.   SetGlyph(0, 79, 150, 20, 5, 7); //O
  53.   //Row4
  54.   SetGlyph(0, 80, 0, 30, 5, 7); //P
  55.   SetGlyph(0, 81, 10, 30, 6, 7); //Q
  56.   SetGlyph(0, 82, 20, 30, 5, 7); //R
  57.   SetGlyph(0, 83, 30, 30, 5, 7); //S
  58.   SetGlyph(0, 84, 40, 30, 6, 7); //T
  59.   SetGlyph(0, 85, 50, 30, 5, 7); //U
  60.   SetGlyph(0, 86, 60, 30, 6, 7); //V
  61.   SetGlyph(0, 87, 70, 30, 6, 7); //W
  62.   SetGlyph(0, 88, 80, 30, 6, 7); //X
  63.   SetGlyph(0, 89, 90, 30, 6, 7); //Y
  64.   SetGlyph(0, 90, 100, 30, 5, 7); //Z
  65.   SetGlyph(0, 91, 110, 30, 3, 7); //[
  66.   SetGlyph(0, 92, 120, 30, 5, 7); // \
  67.   SetGlyph(0, 93, 130, 30, 3, 7); //]
  68.   SetGlyph(0, 94, 140, 30, 4, 7); //^
  69.   SetGlyph(0, 95, 150, 30, 4, 7); //_
  70.   //Row5
  71.   SetGlyph(0, 96, 0, 40, 3, 7); //`
  72.   SetGlyph(0, 97, 10, 40, 5, 7); //a
  73.   SetGlyph(0, 98, 20, 40, 5, 7); //b
  74.   SetGlyph(0, 99, 30, 40, 5, 7); //c
  75.   SetGlyph(0, 100, 40, 40, 5, 7); //d
  76.   SetGlyph(0, 101, 50, 40, 5, 7); //e
  77.   SetGlyph(0, 102, 60, 40, 5, 7); //f
  78.   SetGlyph(0, 103, 70, 40, 5, 7); //g
  79.   SetGlyph(0, 104, 80, 40, 5, 7); //h
  80.   SetGlyph(0, 105, 90, 40, 2, 7); //i
  81.   SetGlyph(0, 106, 100, 40, 4, 7); //j
  82.   SetGlyph(0, 107, 110, 40, 4, 7); //k
  83.   SetGlyph(0, 108, 120, 40, 2, 7); //l
  84.   SetGlyph(0, 109, 130, 40, 6, 7); //m
  85.   SetGlyph(0, 110, 140, 40, 5, 7); //n
  86.   SetGlyph(0, 111, 150, 40, 5, 7); //o
  87.   //Row6
  88.   SetGlyph(0, 112, 0, 50, 5, 7); //p
  89.   SetGlyph(0, 113, 10, 50, 5, 7); //q
  90.   SetGlyph(0, 114, 20, 50, 5, 7); //r
  91.   SetGlyph(0, 115, 30, 50, 5, 7); //s
  92.   SetGlyph(0, 116, 40, 50, 4, 7); //t
  93.   SetGlyph(0, 117, 50, 50, 5, 7); //u
  94.   SetGlyph(0, 118, 60, 50, 6, 7); //v
  95.   SetGlyph(0, 119, 70, 50, 6, 7); //w
  96.   SetGlyph(0, 120, 80, 50, 5, 7); //x
  97.   SetGlyph(0, 121, 90, 50, 5, 7); //y
  98.   SetGlyph(0, 122, 100, 50, 5, 7); //z
  99.   SetGlyph(0, 123, 110, 50, 4, 7); //({)
  100.   SetGlyph(0, 124, 120, 50, 3, 7); //|
  101.   SetGlyph(0, 125, 130, 50, 4, 7); //(})
  102.   SetGlyph(0, 126, 140, 50, 5, 7); //"
  103.   SetGlyph(0, 127, 150, 50, 5, 7); //~
  104.  
Here I've assigned the sprite font sheet at slot 57 over the default ags 0 font and then manually defined each glyph on the sheet, and this works, the problem is it still seems to be spacing it based on '10-10'. How do I fix this? Can I fix this, it's really depressing me at this point.

15
Yeah it just ain't happening, sorry guys. Imout.

16
My entry may not make it on the account of wisdom teeth. On a side note if anyone has anything stronger than a tylenol or ibuprofen or over-the-counter,  feel free to send it my way.  :-X

18
I wasn't going to say anything because I'm not sure if I can complete this before the deadline, but since someone asked I'm working on something.

19
So we vote here in thread? Okay, and yeah I agree with TITH. I vote for Cat's Flower.

20
 :-D
IVYSAUR! RAZORLEAF! <3

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