SUGGESTIONS galore

Started by SSH, Wed 05/01/2005 15:05:18

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Neil Dnuma

Sure would! ...of course it could safely crop the top as well  :)

Pumaman

Ok, I'll see what I can do.

magintz

talking expressions - like in lucas arts games, where at certain points within the conversation the character would shrug, point, laugh etc...

This would be UBER useful IMPO in creating more authentic games.

Cheers
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

strazer

Why don't you use run-script & dialog_request to play animations?
There's also the set-speech-view command to change facial expressions.

Radiant

Quote from: Pumaman on Sun 06/02/2005 16:50:57
Well, what about if the Crop feature always cropped the same amount off the left and right sides, thus leaving the centre intact? Would that solve the problem?

What would be great is an option to add a one-pixel-wide transparent column to the left (or right) of a sprite. That way you can align the sprites within AGS if they somehow aren't.
(of course you can export the sprite to do the same, but this is faster and you can see the results).

Scummbuddy

When you run an idle or a blink animation that spans longer than one row, and you want that repeated, it only repeats the last row, as if the reset only goes back to the beginning of that loop, such as the fourth down, as opposed to zipping back to the beginning.

I thought it was my coding problem for several days, then it finally hit me. Then my palm hit my forhead. Then I ran outside, screamed and ripped off my shirt.

Anyways, I would prefer if it did go back to the beginning when you set a characters idle view, or blink view, and if it finished and was coming back around again, that it went back to start at the beginning. Thanks.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Kweepa

Quote from: Scummbuddy on Thu 10/02/2005 02:28:40
When you run an idle or a blink animation that spans longer than one row, and you want that repeated, it only repeats the last row, as if the reset only goes back to the beginning of that loop, such as the fourth down, as opposed to zipping back to the beginning.

Really, what you want (I think) is an animation that lasts more than 20 frames (or whatever the max is), rather than the "hack" that continues to the next animation.
Still waiting for Purity of the Surf II

Scummbuddy

#47
right, but if i use animatechar i dont want to set a repeat of 20 times, or so, and then if someones in the room that long, i dont want it to stop animating in the background after awhile. And with the idle view, it can go right back into his "fake talking view".

you see, i have him talking to someone else in the background, but you come up and bother take him from his conversation.

But I'm also getting trouble doing this check in rep ex.

Code: ags

if (character[MO].talkview == 12)
{
Ã,  SetCharacterView(SCU, 3);
Ã,  }
else if (character[SCU].talkview == 14)
{
Ã,  SetCharacterView(MO, 5);
}
else
{
}


thats to have the other person that they were already having a 'fake' convo with stop from just talking 'to themselves' while i start a convo with one of them.
----------------
On another note, I've noticed that if your characters name is 2 letters long, you can have that be their script name too, without a problem, but if their name is longer, like 4 letters, you get 'yelled at' and told to change it, stating they can't be identical. Why is that?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

SSH

You can always do the repeat manually, by checking the animating property of the character in repeatedly_execute...
12

Pumaman

QuoteWhen you run an idle or a blink animation that spans longer than one row, and you want that repeated, it only repeats the last row, as if the reset only goes back to the beginning of that loop, such as the fourth down, as opposed to zipping back to the beginning.

This is because the idle view uses a seperate loop for each direction depending on which way the character was facing, so using multi-loop idle animations isn't generally a good idea.

QuoteOn another note, I've noticed that if your characters name is 2 letters long, you can have that be their script name too, without a problem, but if their name is longer, like 4 letters, you get 'yelled at' and told to change it, stating they can't be identical. Why is that?

I'm not sure what you mean, can you clarify/provide an example?

Darcness

Quote from: SSH on Wed 05/01/2005 15:05:18

As well as having inventory items, it would be nice if AGS had (at least one) another general purpose item list, which could be used for spells, icon-based dialog options, etc. It would be in the editor like the inv item list where you could set a sprite, cursor hotspot and property schema for each item. Ideally, there would be a generalised tree system where "Item lists" was the top level, with Inv items being a special case and default on the list, but the user could add other lists themselves.



I think this could be quite a nifty little addition to the engine. I would definitely be able to find several uses for a feature like this.


Free the Floopians, Our first commercial indie game.

Scummbuddy

Quote from: Pumaman on Fri 11/02/2005 19:10:49
QuoteOn another note, I've noticed that if your characters name is 2 letters long, you can have that be their script name too, without a problem, but if their name is longer, like 4 letters, you get 'yelled at' and told to change it, stating they can't be identical. Why is that?

I'm not sure what you mean, can you clarify/provide an example?


It was my fault. It had to do with the script name being the same as a view name. Nevermind, but thanks for the answers.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Rui 'Trovatore' Pires

Ok, my message got deleted, along with the one that triggered it. I can understand, but I'll re-state one of the things I said (the one without which I wouldn't have replied, naturally).

I'd just like to second the "other general purpose item list" BUT mention that the new multi-inventory-system makes many workarounds possible very, very easily.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

SSH

Oh, and while I'm suggesting, it would be nice if dialog scripts had autocompletion, and could pick up enumerations/defines from the (a ?) script header.

12


YOke

Small suggestion. It has propably been suggested before so I am ready to recieve a nice flaming. ;)

What if, when setting the views for the character, you could set the starting loop for the animation set?
Example:
If you have no diagonal cycles you could have the walking at view 1 loop 0-3.
Then you could set talking cycles at the same view but from loops 4-7.
...and idle view from 8-11.

This way you can have 1 view per character in most games. Would save resources to not have 2 views per character not to mention how much more tidy it would look.

Enlightenment is not something you earn, it's something you pay for the rest of your life.

strazer

#56
Quote from: HeirOfNorton on Wed 19/01/2005 05:27:03
First, the ability to use voice speech with a character's THINKING action/view. (I'm making a game in which I want character.Think to be the usual response to looking at objects, etc. I would just use Display with always display text as speech enabled, but the way the characters are in this game they would have to point out EGO talking to himself.)

I was waiting for a respone from CJ regarding this, but I have now just added it as an unverified entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=508

Edit:

I've set this entry as completed. Don't know why I added it, it works fine, just like it did in v2.62:

cEgo.Think("&1 Hm, I wonder why...");

plays the file EGO1.wav/ogg/mp3 (put it in the game folder, not the Compiled folder).

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