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Messages - Monsieur OUXX

Pages: [1] 2 3 ... 175
1
Isn't there an option in the Editor to attach a music to a room?
There is no such option.

This option existed before version 3.2, where this and few other room options were deprecated in favor of scripting. It still exists internally for importing old projects but not displayed on Editor UI.

Since Unavowed has the same issue according to cdavenport, couldn't it be that the feature wakes up somehow, even without it being available in the UI? Something to do with the game having been developed in earlier AGS versions at the beginning, or even the Editor screwing up some import or room creation at some point?

2
This is exactly what I had imagined :  http://creamy.r.c.f.unblog.fr/files/2018/10/photo-1.png

3
KyriakosCH, I guess that if you post here, it is because you'd like constructive feedback, so here goes :

You obviously don't have issues with modelling buildings. So you should focus on what comes after.

- I suggest you start using the practice of "painting" the models (I know it's possible in Blender) in order to add dirt in the right places. Usually at the bottom of the walls, and below windows and gutters. That's usualy what makes a building look like a building.
It doesn't have to be very accurate. Basically, just make the main corners dirty, like you would do if you were paiting a real-life model.
Add spoiler tag for Hidden:




- I suggest you start working with your lighting straight away. You rarely show your models with a crude, strong lighting coming from above, but most of the time with a mild diffuse light, which makes them look like models. It would help us having a better idea with a proper sunlight.


4
Isn't there an option in the Editor to attach a music to a room?
If yes, then there would be the automated room music, set with the editor, and another music that cdavenport plays manually, as the actual intended music.

5
Sorry guys I had a crazy month (I think the other people in my game project have probably hired bounty hunters to get me by now). I'll check out my code and the state of the pull, as well as CW's comment asap.

6
you should post this direclty in the thread of the module. Then you'll get support from its creator, Abstauber. I might have a look too tonight if I have time (not guaranteed)

7
So let me get this right :
- so far you have not implemented the bouncing at all
- the bouncing menu entry is an object that appears only when the mouse is over it (otherwise it's ... what? a static image irectly in the room's background?)


I would recommend to use the Tweens module. That's the simplest way to have a nice smooth bouncing without having to worry about variables.
Do you know how to import a  module?
Get it from the module's page : http://www.adventuregamestudio.co.uk/forums/index.php?topic=51820.msg636508546#msg636508546

...then use a simple instruction like :
Code: Adventure Game Studio
  1.  
  2. //in the function:
  3.  ...
  4.  else if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hQuit){
  5.       object[0].Visible = false;
  6.       object[1].Visible = false;
  7.       object[2].Visible = true;}
  8.  
  9.       object[2].TweenY(2.0, object[2].Y - 10,  eEaseLinearTween, eReverseRepeatTween); //the important line
  10.  

You might need to use this if the mouse is not over the object anymore :
Code: Adventure Game Studio
  1. object[2].StopTweenPosition();
  2.  

Please note that I can never remember if it's considered a bad thing to call .TweenY at every game loop and if the module is clever enough to not pile up a new tweening action every time, or if you have to be careful about that yourself. Then you'd need something like (not actual syntax) : if(object[2].IsTweening) { /*start the tween*/}

8
Ok thanks very much for the replies guys. I won't be using the variable in question too many times. It's mainly for a shop, I'll just work some if statements into to function to check whether the player has enough money to make a purchase.

Handy to know though. Thanks again.

I know that this question is 2 weeks old now, but if it's for a shop, then you'd be better off implementing a function like "can purchase":

Code: Adventure Game Studio
  1. int playerFortune = 100;
  2.  
  3. struct ObjectToPurchase {
  4.     int price;
  5.     import bool CanBePurchased();
  6. }
  7. ObjectToPurchase objectsForSale[10];
  8.  
  9. bool ObjectToPurchase::CanBePurchased() {
  10.     return (playerFortune - this.price > 0);
  11. }
  12.  
  13.  

in your game :
Code: Adventure Game Studio
  1.  
  2. //player tried to buy object #6
  3. if (!objectsforSale[6].CanBePurchased()) {
  4.     player.say("That trumpet is too expensive.");
  5. }
  6.  

9
Nice sprites, insomnia and cat! They're pretty.
Note: I can't see the other sprites because they're hosted on sites that are blocked by my workplace's firewall. But I'm sure they're pretty too.

10
Completed Game Announcements / Re: Unavowed
« on: 04 Oct 2018, 14:02 »
French magazine Canard PC gave it an 8/10, if I recall. Or at least 7.
They have a tendancy to be merciless with lazy games, and always take the selling price in account. Therefore, this 8 is good news. I always use Canard PC as a reference because they're the only French magazine (whether on paper or online) that does not bend over backwards for ads from large publishers in order to stay alive (unlike jeuxvideo.com, etc.)

11
Critics' Lounge / Re: Little Sally
« on: 24 Sep 2018, 16:37 »
Good sprite. Maybe boost the contrast and saturation a tiny bit? And try to make the hair's shading more interesting? (I wouldn't know how, though)

12
Error is '.angle' is not a public member of 'ProjectileStruct'.

Well as you can see here :
Code: Adventure Game Studio
  1. struct ProjectileStruct
  2. {
  3.    ...
  4.    float angleInRadians;
  5. }
  6.  

The member is named angleInRadians, not angle. Just change the name accordingly everywhere I made the mistake.

Since we're there, I suggest you change this :
#define PROJECTILE_SPEED 1.0
to this :
#define PROJECTILE_SPEED 5.0

This will make projectiles move 5 pixels during each game loop, instead of only 1 (they would be super slow and probably overlap)

13
General Discussion / Re: Winzip or 7Zip
« on: 21 Sep 2018, 15:49 »
How universal is 7Zip regarding people being able to open and extract a game?

"computer-savvy" people (broad term) will know exactly what to do. For the others, I'd say 70% of the people using computers casually, it will be a nightmare and they will be angry at you for doing weird things that only a perverted weirdo nerd like yourself would do, just the same way your parents suspect you to "have installed a virus" the day you updated their printer's drivers.

14
OK, if FollowCharacer was used to position the projectile at the same location as the player at the beginning of the shooting, then it makes sense, but I have a tendency not to trust an elaborate function to just teleport my object one time to a given location. I prefer to change .x and .y and be done with it. FollowCharacter might force the projectile to keep following the character or some unforeseen side effects of the same sort.

My code works as follows :

1) A bunch of #define to create some constants (that's some oddity inherited from ye olde C language).

2) Create 6 projectiles that I put in an array

3) the projectiles are "objects" (structs) where I store all the variables needed (x, y, angle, etc.). Each projectile also contains one Character* c, which is an actual AGS Character used to represent the projectile on-screen and move it around, just like you did yourself.

4) At game start, I bind Character* c of each projectile in the array to an actual AGS character that you must have created beforehand in the editor. It's the same idea as your dummy "cFire" character, except now there's 6 of them.

5) At each game loop, we check if the Space key is down and if the cooldown has elapsed (to prevent infinite instant firing). If yes, then we check if one of the 6 characters is "not in use" already, and if yes we place it at the same screen position as the player (+ or - 50 pixels, to make it start from the player's gun location) and give it an angle corresponding to the player's orientation.

6) At each game loop, we update the location of every projectile that is currently in use. that's your typical x = x+cos(angle); y=y+sin(angle)

7) At each game loop, we delete every projectile that is in use but has become too old. It's a way of recycling them to allow new projectiles to be created.

15
Modules & Plugins / Re: MODULE: Hint Highlighting
« on: 20 Sep 2018, 09:24 »
It is hosted on Github: https://github.com/alkhimey/HintsHighlight

EXCELLENT!


EDIT : Was- Was the github address at the top of the first post the whole time? :X

16
Recruitment / Re: Offer Your Services!
« on: 19 Sep 2018, 12:42 »
EDIT: my mistake

17
Why on earth can't they just provide a Windows installer?
Because linuxians. They like to capture the souls of innocent passerbys and torture them until they have entirely drained the will to live from them. They take a specific perverted pleasure in doing so by providing tools meant for Windows but made on Linux and yet not compiled for Windows.

What do you mean, "slightly biased comment"?

18
Modules & Plugins / Re: MODULE: Hint Highlighting
« on: 19 Sep 2018, 10:54 »
did you host your source code online, on github or similar? It would be nice to always adopt that practice nowadays.

19
Could it be some weird permissions issues on one of the game files? Could you check that you run the Editor as an admin?

20
Thanks a lot! :cheesy::cheesy::cheesy::cheesy:

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