Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Val

#1
Sorry for the long delay, I tried my best to do the suggestions before replying.

Thanks M.Oxx, reducing vertical speed actually helps the animation to be more realistic in relative to the room's perspective. Although the character angle is still wrong when walking. Snarky also got a point if I change the diagonal sprites to be more angled to front/ back, the switch from that to sideways would be greater.

I did the dummy-character and transparent-player as you suggested, Khris. And it is indeed doing fast-switching of loops on certain angle. I actually added your tip on second-run-thing (was it for Snarky's comment on path changing?) but doing it with bigger number (x % 4 == 0) on the condition to delay the rapid-loop-change effect and it helps. I wonder if in some room, I want to have 5 NPCs or more walking, that means double the characters and the code loops... would that be slowing down the game a lot? I'm still not sure if this solution will interfere some future walk/animate-related things I might implement though. But thanks, Khris.

Wow Alan, there is a solution for this on engine-level? Committed on Oct 2016. Has it been discussed on how it is, somewhere in the forum?

I tried the IsoWalk module by Billbis and it is indeed a method for combating the 'sliding effect', CW. It's doing a walkaround so the walking animation doesn't look sliding. I tried it and on close distances it's not bad, creds to him. Though for my game, doing far distances, when the player walks to the destination, there is like an invisible object inbetween and he walks avoiding it lol. Hey thanks for looking it up, CW.

#2
eriOo, I checked that on Wiki and oh boy, lots of math involved lol. It would take me months or years probably, but thanks for the tips.
Alright then, I'll just stick with a-bit-weird-walking-angle :-\. Thank you guys.
#3
I have a character with diagonal loops, all 8 directions are set. The character walks exactly like on a cardinal directions flatted on screen. I really want him to walk close to the perspective of the room.
I think Scotch from the second link I posted explained this better than me, though alas the images he attached were gone.

How does AGS decide when to use Down or Down-right? Is it by the angle between 90 (down) and 45 (down-right)? Can I make down-right more preferable so the cardinal directions fit the room's perspective?

Oh, thanks for the suggestion eriOo but it kinda makes my character walks funny lol
#4
Can a different perspective than 45 degree for walking angle be changed to, like, 60 degree.

I don't know if it's been implemented but I found these two discussions about it:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48987.0
http://www.adventuregamestudio.co.uk/forums/index.php?topic=14602

TIA
#5
QuoteWell, I think you're just confusing yourself by not clearly distinguishing between position and movement.

I did confuse that, forgive this old fart lol. I thank you for the enlightenment, I get the idea but not yet the implementation. I'm sure I'll get there with this. Really appreciate your help and generous code. Cheers.
#6
Quoteâ€" from this you calculate the x and y offsets. Keep a variable of the current position value. Then...
This is what I was asking for, I'm not good with math and I can't formulate the 'movx' and 'movy' variables in the code to move alongside the diagonal if I add speed. If you try my code you can see I hardcoded 16:9 because I uses 1080p for the game. It works fine, but I don't know how to add speed and make an equation to be implemented on the code so that it moves in perfect diagonal line (the 'DownLeft line' in the code).

Thanks for the tip on speed variation logic, I might try to implement that later on.
#7
Hello. I'm trying to scroll a background diagonally with direction and speed variables. The background is created from DynamicSprite with twice the size (2x2) of the actual image and the original background drawn on the four quadrant. My question is how to calculate moving the background, making point B move to point C (downleft moving effect) with changeable speed.



This is the code:

Code: ags

DynamicSprite *Backdrop;
int movx, movy;

// called once on room's Load
function SetBackdrop()
{
  Backdrop = DynamicSprite.Create(Room.Width * 2, Room.Height * 2, false);
  DrawingSurface *surface = Backdrop.GetDrawingSurface();
  surface.DrawImage(0, 0, 95, 0, Room.Width, Room.Height);
  surface.DrawImage(Room.Width, 0, 95, 0, Room.Width, Room.Height);
  surface.DrawImage(0, Room.Height, 95, 0, Room.Width, Room.Height);
  surface.DrawImage(Room.Width, Room.Height, 95, 0, Room.Width, Room.Height);
  surface.DrawingColor = 13;
  surface.DrawLine(0, Room.Height * 2, Room.Width * 2,  0, 4); // DownLeft line
  surface.Release();
}

// called on repeatedly_execute()
function MoveBackdrop(CharacterDirection direction, int speed)
{
  if (Backdrop == null || direction == eDirectionNone) return;

  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  
  int accelx = 16 * speed; //<-- Question
  int accely = 9 * speed;  //<-- Question

  if (direction == eDirectionDownLeft)
  {
    movx = movx + accelx;
    movy = movy - accely;
	  
    if (movx >= 0)
    {
      movx = Room.Width - Backdrop.Width;
      movy = 0;
    }
  }

  surface.DrawImage(movx, movy, Backdrop.Graphic, 0);
  
  surface.Release();
}


TIA.
#8
Recruitment / Re: Ponderabilia II
Tue 23/02/2016 09:45:30
Ah, I had actually thought her eyes were not closed but went and painted it anyway. Sorry, I haven't play Ponderabilia.
#9
Recruitment / Re: Ponderabilia II
Mon 22/02/2016 09:03:53
coloring sketch, can be in ps. here's a quick cleanup and color-painting of the nikee sketch, sorry i took the liberty on the palette...

#10
I can help with backgrounds painting.
#11
Sure, let me know.
#12
Nostalgic reason, I guess? :)

The game doesn't really use high res images or wide screen (only 640x480) so that means the portability reason then.
#13
Adventure Related Talk & Chat / Fester Mudd
Sat 06/07/2013 11:17:04

I'm currently playing this game called Fester Mudd, stumbled on it this morning while reading game news.
Turns out it's in the Games-in-Production here in this forum, but the author (Tarantula) said they changed engine from AGS to Unity.
Here's the link: Topic: Fester Mudd: Curse of the Gold

I'm curious, why not AGS? IMHO it looks like it can be done in AGS.
#14
Thanks, I'm still an amateur really. The reason I have to drop this project is because I've become too busy with work.
It's not that I abandon my dream on creating adventure games, but I have to concentrate and prioritize on them.
Also, I contributed it because I love LSL and I think these assets have the potential to be good.

Here's a base Larry sprites (nudity!). It can be used for creating clothings, etc.
#15
Here is a sample cover, I drew it in homage to the backcover of LSL 5 (love the idea).

Larry, was drawn a little bit realistic here, not too cartoonish. I wanna make him and other characters (especially georgeous women) blend.
He still has his characteristic baldness, knobby nose and thick eyebrows. Tell me what you think?

#16
I want to contribute one of my old projects that got neglected, so perhaps someone might pick it up.
This project is a Leisure Suit Larry game. The characters are taken from the mobile game, Love for Sail.
I drew all the backgrounds but not the objects, some're taken from RPGMaker. There're only 4 rooms.
Larry have 4 different outfits (including nude) but I haven't put it all in yet, only his famous suit.

Here's one of the background shot and a planned map of the game:


The main idea was: Larry and Patty got to an island resort for some get together, but got many distractions.

Here's the link to the demo (choose from one of these hosts):
download from http://netload.in
download from http://freakshare.com
download from http://bitshare.com

To anyone interested, I can give you the AGS project and the list of assets not in the demo.
If you like I can draw you covers for the game, if you do pick it up. Let me draw a sample tonight,
I'll post it tomorrow afternoon.

Cheers.
#17
Hello everyone, I'm Budi Lee from Java, Indonesia.

King's Quest I was my very first adventure game. Space Quest been my favorite series.
I really wanted to work for Sierra back then, a dream that'd never be now.

I've actually been using AGS since 2.71 and quite often reading posts in this forum.
It's a cool community and I'm honored to join at last. Nice to meet you all.
SMF spam blocked by CleanTalk