A few questions

Started by Armageddon, Fri 30/03/2012 08:31:53

Previous topic - Next topic

Armageddon

Heyo, so I'm getting back into AGS again. I'm still a pretty noob coder but I know how to do most things.

I have a question about the cCharacter.Walk function, when you specify eBlock or eNoBlock. When you do eBlock it won't let you cancel your action while you are walking there, it effectively hides the mouse. But eNoBlock won't stop the script, he will say it right when you start walking, and when you talk it stops you from walking. I just want eBlock but with the cursor still present so you can turn around and walk somewhere if you change your mind.

I was wondering how you have a character play a view animation?

Also, I'm wanting to make very smooth player animations like The Dig has, what loops or views would I have to make to do the whole turning around animations. In The Dig before you start walking you turn to face the direction with a special animation.

And lastly how do you have a label that displays and object/hotspot's description when the mouse is over it?

Thanks all! ;D

Khris

1. I wrote the GotThere module to allow eNoBlock walks with subsequent interactions.

2. From the manual:
Code: ags
  cEgo.LockView(5);
  cEgo.Animate(3, 1, 0, eBlock, eBackwards);
  cEgo.UnlockView();


3. If you put the standing frames (0) for loops 4-7 in the character's NormalView and turn on "characters turn before walking", that'll make things pretty smooth. If that's not enough you'd have to code it yourself, the only problem is that there's no perfect method to find out the direction of the walk.

4. At this point I'm definitely tempted to say "use the search / rtfm".
Put a label on a transparent GUI and set "@OVERHOTSPOT@" as the label's text.

Armageddon

#2
Alright, sorry for not searching. :-[ Thank you for the answers though!

EDIT: I tried searching for this, maybe it's called something else, but how do you give the verbs global meanings, like if you use something that isn't defined in the script the player should say "I can't use that.".

Hernald

In the manual : Predefined global script functions - unhandled_event

Khris

It's a good idea to read the manual's scripting part from top to bottom at least once, that way you'll learn about all of the built-in features. And if you note down all the stuff you'll need you'll save a lot of time later.

Armageddon

Is it okay if I make this my own question dump thread?

I was wondering if anyone knows how to extract a sprite from a SCUMM game. I've used SCUMMEx and gone through all the files and I can't find what I'm looking for. I'm trying to find the bitmap font/s that were used in The Dig.

Gilbert

There are tools that can extract resources from Scumm games. I remembered that I extracted the graphic files from my LoomTM CD but I have forgotten which exact tool I was using. Try googling 'Scumm resource extractor' or something.

However, this question has nothing about using AGS, so it does not belong here.

Armageddon


Armageddon

I found a lot of threads about Fonts here, but I didn't find any on how to make and import new fonts. I have extracted the English letters from The Dig. I'm going to compile them into a sheet like this.



I've noticed that all the fonts that are already in AGS have the exact same size. The Dig has slightly larger letters, is there a way to set the grid size in AGS? Or would you do that when saving as a .FONT file? :=

Gilbert

If you want to make a SCI font, you may use Radiant's Font Editor. The created font files can be directly imported by the AGS editor.

SMF spam blocked by CleanTalk