Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Messages - dayowlron

Pages: [1] 2 3 ... 42
The Rumpus Room / Re: I'M the boss!
« on: Yesterday at 23:47 »
Wouldn't happen to be for Blue Bell would it? only reason I ask is the free ice cream because their slogan is "we eat all we can and sell the rest". lol

ok, this may sound like a strange question, but is there a site where i can upload it and then provide the link in here?
How do I upload a room on here?

I bet it is related and I am not sure why it happens, but in most of my rooms it works fine but this one particular room is a hallway with 5 doors so there is multiple walkable areas. 1 is the hallway itself and 2-6 are entryways through each of the doors. this is the first room of my game with multiple doors so don't know if its related to that.

I will have several doors in my game so I created a function that I will call that will open and close my doors. Later when I get to adding sound I will put that in the one spot and will work for all my doors. All of my doors have a 5 image(frames numbered 0-4) animation for opening and closing. When a room loads I set the view for the door and then when the player wants to open or close the door I just call the function. When the door is open there is another walkable area that is enabled that allows them to go through the door. It is disabled when the player closes the door. This is where the problem occurs.
Code: Adventure Game Studio
  2. static function OpenDoor(Object*obj, int WalkableAreaToEnable) {
  3.   if (obj.Frame==0) {
  4.     obj.Animate(obj.Loop, 5, eOnce, eNoBlock, eForwards);
  5.     if (WalkableAreaToEnable!=0) RestoreWalkableArea(WalkableAreaToEnable);
  6.   }
  7. }
  9. static function CloseDoor(Object*obj, int WalkableAreaToDisable) {
  10.   if (obj.Frame==4) {
  11.     obj.Animate(obj.Loop, 5, eOnce, eNoBlock, eBackwards);
  12.     if (WalkableAreaToDisable!=0) RemoveWalkableArea(WalkableAreaToDisable);
  13.     player.PlaceOnWalkableArea();
  14.   }
  15. }

My problem is when the walkable area is removed and then i call player.PlaceOnWalkableArea sometimes it works sometimes it doesn't.
I have walkable area #1 always available so its not like it can't find a walkable area.

EDIT: I have even tried putting the player.PlaceOnWalkableArea() call in the repeatedly_execute function and verified that it is being called.

player's x and y are room coordinates and GetAtScreenXY wants screen coordinates.
You need to adjust the players coordinates within the call.
I believe you need to subtract the ViewPortX and ViewPortY from the coordinates to get the correct screen coordinates.

Code: Adventure Game Studio
  1. Hotspot *player_hotspot = Hotspot.GetAtScreenXY(player.x-GetViewportX(),player.y-GetViewportY());

I was just going to suggest moving the Animate call into the second if. Not sure if that is what your after though.
Code: Adventure Game Studio
  1.   if (henchman_patrolling == 1 && cHenchman.View == 214) {
  2.     cHenchman.Walk (225, 300, eNoBlock, eWalkableAreas);
  3.     cHenchman.LockView (21);
  4.   }
  5.   else if (henchman_patrolling == 1 && cHenchman.View == 21 && cHenchman.Frame == 27) {
  6.     cHenchman.UnlockView ();
  7.     henchman_patrolling = 0;
  8.     cHenchman.Animate (0, 5, eOnce, eNoBlock);
  9.   }

Beginners' Technical Questions / Re: Object.Name is blank
« on: Yesterday at 01:15 »
Thanks, just figured that out.

Beginners' Technical Questions / Object.Name is blank
« on: Yesterday at 01:09 »
I am having trouble with something. I need to get the object name but it is returning an empty string.
Just including code related to the problem.
Code: Adventure Game Studio
  1.   LocationType l;
  2.   Object *o;
  3.   o=Object.GetAtScreenXY(mouse.x, mouse.y);
  4.   l=GetLocationType(mouse.x, mouse.y);
  5.   if (l==eLocationObject) {
  6.     return String.Format("%d %s",o.ID, o.Name);
  7.   }
The object name field is filled in. It is called "oDoor". However my function is returning "1 ".

The Rumpus Room / Re: Can you solve this riddle?
« on: 14 Jan 2018, 23:29 »
not sure but I would guess it would have something to do with "eagles"

The Rumpus Room / Re: Can you solve this riddle?
« on: 13 Jan 2018, 21:12 »

The Rumpus Room / Re: Name the Game
« on: 11 Jan 2018, 14:46 »
I dont know if there is a game called Amazing Worlds, just couldnt remember the name of that one.

The Rumpus Room / Re: World history quiz thread
« on: 11 Jan 2018, 12:30 »
close enough Mary Anne Evans.

The Rumpus Room / Re: Name the Game
« on: 11 Jan 2018, 12:30 »
I want to say something like Amazing worlds.

The Rumpus Room / Re: World history quiz thread
« on: 11 Jan 2018, 03:12 »
Not Mary Shelley but the first name is correct.

The Rumpus Room / Re: The Movie Quote Game
« on: 11 Jan 2018, 03:11 »
How about Indiana Jones then?

The Rumpus Room / Re: World history quiz thread
« on: 10 Jan 2018, 16:11 »
I would guess at George Elliot, although if I'm right, I'm afraid I don't know the real name.
You are correct there. Give some people a little while to guess the real name but you can pose another question.

Modules & Plugins / Re: MODULE: SpeechBubble v0.8.0
« on: 10 Jan 2018, 14:53 »
This is a great module. I wanted think bubble to work also so I looked at how this was working and you had "//TODO" with no code for the thinkBubble function so I added the following code into the think bubble routine and it worked great.
It is basically calling the say bubble function but passing a false to the renderBubble32 function to change the tail.
Code: Adventure Game Studio
  2. // TODO
  3. void ThinkBubble(this Character*, String message, GUI* bubbleGui)
  4. {
  5.   if(message == null) return;
  6.   if(!game.bgspeech_stay_on_display)
  7.     _stopAllBackgroundBubbles();
  8.   if((Speech.VoiceMode == eSpeechVoiceOnly && hasVoiceClip(message)) || message == "...")
  9.     this.SB_sayImpl(message);
  10.   else
  11.   {
  12.     DynamicSprite* bubbleSprite = this.renderBubble32(message, false);
  13.     // Position bubble over character head
  14.     int x = this.x - GetViewportX() - bubbleSprite.Width/2;
  15.     x = _clampInt(x, 0, System.ViewportWidth - bubbleSprite.Width);
  16.     int y = this.y - GetViewportY() - bubbleSprite.Height - this.GetHeight() - (_heightOverHead - _talkTailHeight + 1);
  17.     y = _clampInt(y, 0, System.ViewportHeight - bubbleSprite.Height);
  19.     this.realSayAtBubble(x, y, message, bubbleGui, bubbleSprite);
  20.   }
  22. }

I also wanted the think bubble to be a different color so I set the _backgroundColor at the top of the function to a different color then set it back at the bottom of the function.

Snarky, if you add this to your module as an enhancement make it where there is another property for Think Background Color.

The Rumpus Room / Re: The Movie Quote Game
« on: 10 Jan 2018, 14:21 »
I do seem to remember Princess Leia saying "I love you" and then Han solo says "I know."
I believe that was in the Empire Strikes back.

EDIT: dang just missed it. so gonna guess Return of the Jedi just in case.

The Rumpus Room / Re: World history quiz thread
« on: 10 Jan 2018, 14:13 »
Well guess it is my turn. and sticking with a link to the prior question by involving the city of Coventry.
This mid 19th century author lived for sometime near Coventry and was one of the leading writers of the Victorian era. She wrote under a man's name. What was this author's pen name? and a bonus question what was her real name?

Pages: [1] 2 3 ... 42