Interaction question (character turns to "you")

Started by nads, Fri 28/04/2006 17:37:53

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nads

hey..
this might seem like a pretty simple question. just trying to get something to work! using this as an example, you know in the indy games how indy interacts with an item or does something and turns to "you" and says something.. how do you go about doing that in AGS? sorry it does seem simple.. but hey! I've started work on my first game,.. already got afew rooms down, just putting them together now! := :=

anyway thanks, and sorry for the basic question

-nads

Ashen

Read the manual, the Character functions and properties. Character.FaceLocation and Character.Say are probably what you want.

And also please read the forum rules - use more descriptive titles in the future.
I know what you're thinking ... Don't think that.

nads

#2
my bad! i noticed that I did the same thing in my GUI post. Sorry about that. Grrr I have become stuck in my game and thinking about starting from scratch!Ã,  >:( I'm not digging the 320x240 res but have to start characters from scratch if i am going to change the res. plus its a case of writers block *DAMN* dont know where to take the game! oh well.. going to work on it for the next few hours and see what i can come up with..
about this topic... i tried the face location.. but it only faces the x/y figures you put in.. so it doesnt always face directly to the screen... i'll give character.say a try.. that might work..
thanks aways.. i'll repost if i have any more troubles..

EDIT - ok.. so character.say doesnt work.. any ideas how i can just getting my character to say something while using the "front-talking" view..
thanks

Ashen

#3
Character.Say just uses the loop for whatever direction the character is facing, so it won't use the front view unless you've told it too.

Quotei tried the face location.. but it only faces the x/y figures you put in.. so it doesnt always face directly to the screen
What? If you use a specific coordinate (e.g. cEgo.FaceLocation(100,120)) then no it won't always face down. However if you look at the manual entry you can make the coords relative to the character's current position - cEgo.FaceLocation(cEgo.x, cEgo.y+10) should always make cEgo face downwards. (You might need to use Wait(1);, to let the character facing update before he speaks.)

Failing that, you can always use the Character.Loop property to force it to loop 0 (looking down), but FaceLocation should work.

Slightly off-topic but if you change game res, you can alway re-import your existing sprite at a lower resolution. They'll be slightly blocky, but at 640x480 it mightn't be too bad, and could be preferable to re-doing the lot. Might be worth a try, anyway?
I know what you're thinking ... Don't think that.

nads

yeah, ok that seems to more sense now.. with the +10 on the y axis.. i was just making the coordinates more specific! thanks for the help this should work.. im in the process of changing all the sprites and junk now. If i post up what i have done which wont be much, just to see if the other members like the style, backgrounds, animations, etc of the game so far.. would that be in someway breaking the fourm rules?

cheers
-nads

Ashen

If you posted it HERE then yes, it'd be breaking the rules (but you probably knew that anyway). Sounds like it might be too early for a Games in Production thread, too. Critics Lounge is probably the best place, if you don't mind that people might actually critisise your stuff.
I know what you're thinking ... Don't think that.

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