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Messages - tzachs

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I honestly don't know, it depends where the problem is...
The ideal thing is for you to make a sample that illustrates the problem, and then upload the project (it doesn't have to be your game if that bothers you, just a sample) so I can download it, open with ags and debug to see the problem.

Wow, nice bg Jakerpot!
I hope you won't mind, I did some small touch-ups based on what I've learnt from Babar's tutorial, and I got this:

I feel that my art has really improved after reading this thread, thank you so much!

Hmmm, I used the exact same code and had no problems.
I don't see how adding a "return" statement after the tween will help, maybe you have something else going on there (maybe there's an invisible clickable gui blocking the screen or something of that sort)?
If you want to post a sample with the problem, I can try and solve it...

Code: Adventure Game Studio
  1. #sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
  2. function repeatedly_execute()
  3. {
  4.     int ypos = (System.ViewportHeight - gTask.Height);
  5.     if (mouse.y >= ypos) {
  6.        if (gTask.Y != ypos) {      
  7.           //GUI scrolls up
  8.           gTask.TweenPosition(1.0, gTask.X, ypos, eEaseInTween, eBlockTween);
  9.        }
  10.     }
  11.     else if (gTask.Y < System.ViewportHeight - 1) {
  12.          //GUI scrolls down
  13.          gTask.TweenPosition(1.0, gTask.X, System.ViewportHeight - 1, eEaseInTween,  eBlockTween);
  14.     }
  15. }
  17. #sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE

No offense taken :) , I actually used the same code myself for my GUI, I just posted from memory and didn't check myself...  

I actually prefer using the Tween Module though, because it makes experimenting easier regarding the timings, so actually I think it's less overhead then coding it yourself (if you are an experimenter)...
I also find that using a module is better in most cases because even something that looks simple can have caveats that you didn't think of and were probably handled in the module. This can save you precious time, which is more critical for me than efficiency for adventure games (obviously not the approach I would take for writing drivers or some real-time critical code)...

Yes, I was half correct, monkey is completely correct...

Yes, my bad, change this line:
Code: Adventure Game Studio
  1. if (mouse.y >= ypos) {

to this:
Code: Adventure Game Studio
  1. if (mouse.y >= ypos && gIconBar.Y != ypos) {

That should do it...

With the TweenPosition line you made the gui will go to (0,0) on every repeatedly execute (and then go down because of the other code), and that would explain gui "blinking".

You can do something like this:
Code: Adventure Game Studio
  1. function repeatedly_execute()
  2. {
  3.     int ypos = (System.ViewportHeight - gIconbar.Height);
  4.     if (mouse.y >= ypos) {
  5.           //GUI scrolls up
  6.           gIconbar.TweenPosition(1.0, gIconbar.x, ypos, eEaseInTween, eBlockTween);
  7.     }
  8.     else if (gIconbar.Y < System.ViewportHeight - 1) {
  9.          //GUI scrolls down
  10.          gIconbar.TweenPosition(1.0, gIconbar.x, System.ViewportHeight - 1, eEaseInTween,  eBlockTween);
  11.     }
  12. }

Beginners' Technical Questions / Re: Guard Patrol
« on: 11 Feb 2010, 21:50 »
Yes, you can do it with the help of the wonderful Character Control Module which makes these kind of tasks simpler.

Oh, the pressure...  :-[

Critics' Lounge / Re: Dreaded walkcycle
« on: 02 Feb 2010, 22:31 »

All this and more could have easily been learned by using google.
Google? What's that?  :P

Seriously now, I am planning something, I hope I will complete it after I choked last month...
Jakerpot, sent you a pm.

Congrats  :)
Just fiddled with it for a bit and it seems to do the job nicely, I can see it being useful for pixel artists...

General Discussion / Re: Really freaking mad.
« on: 28 Jan 2010, 13:08 »
Don't rule out the possibility that it was by mistake... if he copied & pasted code from his website to yours he may have accidentally moved the google adsense code as well...

But if it wasn't by mistake, he's a candidate for the biggest douche in the universe...

I've made a new version with some more options (controlling the "aspect ratio" & color of the lines), also opened a thread in the paint .net forum for it (link in the first post), so updates (if there will be any) will be from there...

I was recently searching the web high and low for an easy way to do this. Thank you, thank you very much. :)
You're welcome, I'm happy you've found a use for it  :).

@CW: let me know if you have any problems with it (actually if you don't have any problems with it will be even better to know  ;) )...

Ahh, I see, off course you're right, mine are simply for reference...

Hey Steve, I was inspired by your perspective mode, so I wrote a plugin for paint .net that does the same thing...
If you're interested, details & download from here.

I was inspired by SteveMcCrea's AGSketch (view it
) and so I wrote a plugin for Paint .net (a free paint program which I love) which draws perspective lines on the selection you make...
It has the possibility of 1 or 2 vanishing points which you can then drag to your favorite location.

Download it from this paint .net forum thread.
Just put it in you paint .net effects folder (it's located in c:/Program Files/Paint .net/Effects on my computer) and then start the program. You will find the perspective lines under Render.

I think that's because the x & y of the player are in room co-ordinates, whereas GetAtScreenXY for hotspot is in screen co-ordinates.

Is your room a scrolling room?

If it is, try running instead of GetAtScreenXY(player.x,player.y) --> GetAtScreenXY(player.x + GetViewportX(), player.y + GetViewportY())

I don't know if there's a way.
As a workaround, though, if you don't find the key in the registry (if (key.GetValue("") == null)), you can ask the user to select the path via UI, and then save it to the registry yourself (or to xml which might be more safe)...

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