Some new AM questions...

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Some new AM questions...

Postby ZeornWarlock » Fri Feb 01, 2008 9:55 pm

Is it possible to use an animated gif for a frame? Could GM-Support pull it off, or would that be remotely impossible to add to AM?

When making my project for the contest, I noticed there is a fade sound/music when changing frames, is there a way to have "fade in" and "fade out" for better control?

Again while making my project for the contest, I used the rippling water effect allot. In a room, I wanted the use this effect on two separate items. On one of them, I wanted the effect to go up, while the other goes down. Apparently, I could not make two separate rippling water effects in one frame. Therefore, I was not able to achieve what I wanted. Is there a way around this?

In the external program Icon Editor, is it possible to use more than 16 colors? I am good making icons and I could even share a few with the AM community. But more colors than the current palette would far better! (Like around 32, so that I can at least make browns)

Is it possible to hide the "INVENTORY" white text on the left, once the player has found items? That part hid most of my 320 X 640 game lol!

I am sure I have more, however this is what I can think of right now.

Thanks.

ZW.
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Re: Some new AM questions...

Postby GM-Support » Fri Feb 01, 2008 10:45 pm

ZeornWarlock wrote:Is it possible to use an animated gif for a frame? Could GM-Support pull it off, or would that be remotely impossible to add to AM?

You can do that by creating a hotspot that is as large as the frame, and choosing an animated GIF for its appearance. I would even recommend using a "looping video" instead of an animated GIF for the hotspot appearance. I prefer it better because you don't have the 256-color limitation, the file size is reduced, and you have more control.

ZeornWarlock wrote:When making my project for the contest, I noticed there is a fade sound/music when changing frames, is there a way to have "fade in" and "fade out" for better control?

Yes. If you use one channel to play two music files and you select the "fade" effect when playing the second one, AM will automatically cross-fade the two musics (at least it is supposed to - let me know if it does not).

If you want more control, just use two audio channels. For example, play a sound/music on channel A, use the "fade" effect to fade out on channel A, and then use the "fade" effect on channel B to fade in another sound/music.

ZeornWarlock wrote:Again while making my project for the contest, I used the rippling water effect allot. In a room, I wanted the use this effect on two separate items. On one of them, I wanted the effect to go up, while the other goes down. Apparently, I could not make two separate rippling water effects in one frame. Therefore, I was not able to achieve what I wanted. Is there a way around this?

Unfortunately, not that I know of.

ZeornWarlock wrote:In the external program Icon Editor, is it possible to use more than 16 colors? I am good making icons and I could even share a few with the AM community. But more colors than the current palette would far better! (Like around 32, so that I can at least make browns)

I don't think you can with the icon editor that comes with AM, but there are plenty of free alternative icon editors at the following location:
http://www.snapfiles.com/Freeware/gmm/fwicontools.html
Note: be sure to have an anti-virus and an anti-spyware program running before downloading any software from such sites (looks like "Greenfish Icon Editor Pro" contains a malware, but the other freewares may be clean though).

ZeornWarlock wrote:Is it possible to hide the "INVENTORY" white text on the left, once the player has found items?

Yes, just use the following code:
Code: Select all
Action.HideInventoryButton
and
Code: Select all
Action.ShowInventoryButton


ZeornWarlock wrote:That part hid most of my 320 X 640 game lol!

I strongly recommend you to use a much larger resolution, especially with the nice images that you are capable to produce.

By the way, why did you use such a small resolution in your demo? I had to use the zoom of my graphic card to play it on my 1440x900 screen... (and my older computer is 1920x1200, so it would have appeared even smaller).

Just an opinion though. Maybe the other members will prefer it very small.

ZeornWarlock wrote:I am sure I have more, however this is what I can think of right now.

No problem, let us know if you have more questions.
Last edited by GM-Support on Sat Feb 02, 2008 2:11 pm, edited 1 time in total.
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Re: Some new AM questions...

Postby ZeornWarlock » Fri Feb 01, 2008 11:24 pm

GM,

Thanks for the answers and the link. :)


GM-Support wrote:
By the way, why did you use such a small resolution in your demo? I had to use the zoom of my graphic card to play it on my 1440x900 screen... (and my older computer is 1920x1200, so it would have appeared even smaller).


I know they were quite small. However, if I had made them bigger, it would have taken me too much time to do as I started working on the project Mid January. :oops:

However, you can bet that the final version will have way bigger images, like at least 1024 X 768 especially if it suits the style better. I will also be able to put much more time into it. I am thinking third person too. ;)

Which made me think of something. Can we lock the areas where a player can walk in? See this pick for an example...

http://www.adventuremaker.com/phpBB2/vi ... php?t=3514

Would it be possible to limit a player to walk left and right on ground floor and diagonal for stairs with upper left and lower right directions? On the other hand, will the player move all over the frame?

Thanks. :)

ZW.
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Re: Some new AM questions...

Postby GM-Support » Sat Feb 02, 2008 1:47 am

Hi,

ZeornWarlock wrote:Can we lock the areas where a player can walk in?

Not yet.

You can limit the area only by limiting the hotspots that have the plugin activated. However, if there is a wall between two hotspots, the character will walk though the wall.

See this topic as well:
http://www.adventuremaker.com/phpBB2/vi ... highlight=
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