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Topics - Ryan Timothy B

#41
Okay.  For the last few months I've been searching around for a good used hatchback that is somewhere in the price range of $5k-10k (CAN/USD). 

Most importantly I want something that is not only decent on gas but can also tow a double trailer with two seadoo's (jetski's).  I can't see my two seadoo's and a trailer weighing anymore than 1200lbs.

I've owned 3 cars now and I'm starting to get sick of the useless trunk.  I want a hatchback now.  You can store more items in a hatchback and access them from inside the car (I know there are fold down seats, but how practical are they really?  I've also had a car with fold down seats and I wasn't that impressed.  Laying them down still only gives you so little clearance for large items.).

I was also hoping to get it with manual transmission.  I've never driven a car with manual transmission for longer than an hour--but it was pretty easy--, nor have I towed a trailer with a manual.  No idea if it's best to be avoided since I'll be towing; but not too often, around once a week in the summer.


I've been interested in the Pontiac Vibe for some odd reason.  Was never a big fan of Pontiac before until I started looking around the internet at some Vibe's.

If anyone knows of any good quality economical hatchbacks capable of towing, don't be shy.  I would like to widen my search.





Yay, I finally bought a car.  2004 Pontiac Vibe.

#42
Rules:
A sprite is supplied, with a theme.
Participants must use the given sprite for their animation
Each competition will last 11 days
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.

Theme: Beam me up Scotty



This is Bob.  He is a test dummy to a new untested teleporting device.
Bob is the first to enter a new feat of human technology.  BUT what he doesn't know is that something IS going to go wrong. 
Whether he is mutated into half-human-half-fly,
Or his clothing gets teleported but he is left there,
Or maybe something explodes killing Bob.
It doesn't matter.  I want you to make up the disaster or mistake that happens during Bob's first teleport.  You'll get more points for creativity.



This is the teleporter scene in which Bob first tests the device.
You can also make a cut scene (if you choose to) where Bob teleported to, if the disaster is better shown on the other end of the teleport.  Perhaps his legs are stuck in a road while the rest of his body is above it (like in Space Quest 6).

EDIT: I forgot to mention, no color restrictions.  And if you don't like Bob, you can alter him (just as long as he somewhat looks like Bob still - since I did such a horrible job on his anatomy. it was midnight when I drew him)

The competition ends on May 19 (unless someone asks for an extension).

Gold to Lionmonkey
Silver to Stajp
Bronze to TwinMoon

GET WORKING! :P
#43
Critics' Lounge / Another Lighthouse!
Sat 05/04/2008 18:41:41
Hey everyone.  This lighthouse is for the background challenge.  I'm not done yet, still working on a large portion of the image.  But I want some critique on the rust/oxidizing/painted look.  So give it a look, tell me what I'm doing wrong, cause I can't seem to think of a way to make it better looking.



Here's the reference:



As you can see the whole image isn't complete.  Still need railings, water, top of the lighthouse, shadows, better sky, detailed cement, glare, etc.  Just tell me what I can do to improve the rust look?  I'd rather know now, while I'm still currently working on it.  (the base in water will be rounded)
#44
Ok my game has been on hold for a month now because I am sure I am going at something the wrong way and don't want to keep moving until I know how to do this properly.

I have my ego standing at the top of some steps, and he climbs down them.  Look at picture below.



The two smaller rectangles are the (approximate) border of the idle view of the ego looking left.  And the big rectangle is the border of the animation of him climbing down the stairs (which isn't shown here).

I am more than likely over looking the forums incorrectly and just can't find the help I'm looking for.

This is the code I'm using:

Code: ags

 cEgo.Walk(234, 125, eBlock);   //him walking to top of steps before animation
 cEgo.x=cEgo.x-18;  //this is what I really don't like.. it changes his xy BEFORE it sets the Large animation view
 cEgo.y=cEgo.y+26;
 cEgo.LockView(7);  //locking the view to the animation
 cEgo.Animate(2, 5, eOnce, eBlock);
 cEgo.x=cEgo.x-15;  //position the ego off to the left so unlock view can have him standing where he should be
 cEgo.UnlockView();


Oh and at the end he is facing Right (loop 2 on ego view, also the loop used in the climbing animation?).  Which in the description of Lockview it shows nothing about having to set the view loop again when unlocking.

I was wondering if I should just have the character visible = false, animate an 'object' of the him climbing down the stairs, make the visibility of that false, enter the new location of my character and make him visible.  Is that how the professional AGSers do it?
#45
Ok if this has already been asked, I apologize.  Nothing more frustrating then answering the same old questions over and over.

I'll start with an example, lets say I have a bookshelf, and this bookshelf is a sprite/object (because it isn't static).  Is it possible to have areas of that sprite that are lets say, a radio, a book, etc.  I want each area to interact differently as though they were an area hotspot on a BG.

I was hoping I wouldn't have to have a bookshelf as one object, and then place new objects of the radio, or book, etc over top (because these objects are only interactions, they will not be picked up).
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