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Messages - Igor

#1
I'm a few hours in and so far it's great.
Love the humor and puzzles. Finally some good wacky puzzles again, that actually make sense in their own skewed logic.
Good voice acting (quite a relieve after disasterous localisation of A New Beginning), beautiful graphics and even great animations.
If the rest is as good as first 5-6 hours, then it will be up there with The Whispered World and Machinarioum.
#2
Thanks Calin! I'll give it a try.

Edit- it works great :)
#3
Try xvid- small file size and very good quality.
#4
Was this problem solved? It seems Vsync still works under DirectDraw only.
#5
Ah, I found the problem- your script was perfect, but I shouldn't have used "AfterFadeIn()" for what I was trying to do. I used diferent event and now it works as it should.
Thanks for your help and patience Dualnames :)
#6
Hm, that's strange.. it seems it just doesn't register this part in Room script:

function room_AfterFadeIn()
{
idleonoff=true;
...

I tried to just turn idleonoff "true" (and not turn it "false" after) and it didn't register that at all (character was on his idle animation from the start).
I also did a test- I changed conditions in Global script to this: if (idleonoff == true){
cChar1.FastIdle(2,1);
}
}

it did register that the idleonoff is set on off by default and it didn't play idle animation (even though it should be set on "true" after room fade in..).
#7
Hm, I still can't make it work..
Custom animation still doesn't play.

As you said, I created "idleonoff" global variable (type: bool, initial value: false).

This is a code for Room:

function room_AfterFadeIn()
{
idleonoff=true;
cChar1.LockView(3);
cChar1.Animate(0, 1, 0, eBlock, eForwards);
cChar1.UnlockView();
idleonoff=false;
}


And for global script:

function repeatedly_execute_always() {
 if (idleonoff == false){
cChar1.FastIdle(2,1);
}
}

What could be wrong?
(ps. I'm of course using your Fastidle module)
#8
I'm having another problem..
It seems, now that I'm using "FastIdle" code, I can't animate my character. Walking and idle animations are working perfectly, but as I try to asigne new animation to character it doesn't work.

An example:
At the start of the game/room I'd like to play a special character animation, so I scripted:

function room_AfterFadeIn()
{
cChar1.LockView(3);
cChar1.Animate(0, 1, 0, eBlock, eForwards);
cChar1.UnlockView();
}

It doesn't work. However if I delete the "fastidle" script, animation works (but of course, then the ide animation problem occures again)..
#9
Wonderful, can't thank you enough for this! :)
#10
Dualnames- thank you! :)
I tried it out and so far it seems it works like a charm- I only got the error executing this line: int exc,int fb; (GlobalScript.asc(37): Error (line 37): Variable 'int' is already defined). So I took out the second int (int exc, fb) and now it seems it works.

>>If you need to set idle view for more characters let me know now.<<
I'm not sure if I understand this correctly- but I'll have only one player character in game. For other non-player characters I guess I could use normal animation functions..
Though I might find out I'll need a function for more characters later.. so, if you could let me know how to do that anyway, it would be great.
Thanks again for your help.
#11
Thank you for your help!

Studio3: If I change  "cChar1.SetIdleView(2,0);" to "cChar1.SetIdleView(2,-1);" the idle animation doesn't appear at all.

Dualnames: As I try to run the game I get an error: "GlobalScript.asc(67): Error (line 67): Variable 'a' is already defined"
However if I skip "int a= 2;" part and just use "2" instead of "a" in the rest of the script, the character just stays in idle view and you can't move him around..
#12
I'd like to have animated standing pose for main character, that would start as soon as the character would stop walking.

I figured Idle animation should do the trick, so I put this code "cChar1.SetIdleView(2,0);" (view2 is my idle animation) in "function game_start" in Global script.

Now the character animates when he stands still, but there's always a second or so pause (on frame 0 of walking animation), before the character switches to idle animation.
How could I switch to idle animation right away?

Thank you in advance.
#13
One more question. I'm using resolution 1024x768 and it seems this causes problems with inventory and verb coin. I didn't edit anything so far (didn't change graphics, objects, etc.- it's all default). But as I open the inventory, inventory objects don't fit in inventory.. they just continue further, outside the inventory box. The same problem is with verb coin- it looks like the hot spots aren't align with hand/eye/mouth icons. For example: I need to slide the mouse outside the verbcoin to activate mouth icon.

I did turn "use low resolution co-ordinates in script" option to "false", but it didn't help.

I'm using the latest beta AGS 3.2.1.108
#14
This works, thank you!
#15
Hello,
I was wondering if there's any way to make a verb-coin (ags template) appear faster?
Right now you need to hold left mouse button for half a second before the verb coin will appear. However, I'd like to speed up the gameplay a bit.
Thank you in advance.
#16
Matti, thanks for a quick answer.
#17
Advanced Technical Forum / Zooming on a scene
Thu 17/02/2011 13:18:22
Hello,
I'm wondring if there's any way to zoom in a scene during the gameplay. Similar to zooming in Shank ( http://www.youtube.com/watch?v=i62kbs7Wfdw ).. or in Lost Horizon (to stay in adventure genre :) ).
Many thanks for any help.
#18
Critics' Lounge / Re: Photoshop question
Sun 24/02/2008 21:02:56
Hey Loominous, i just tried both of them out- fantastic! Really elegant solution, it will save me some time. Thanks! :)
#19
Critics' Lounge / Re: Photoshop question
Sun 24/02/2008 14:25:02
Ah yes! That's it, many thanks! :)
#20
Critics' Lounge / Re: Photoshop question
Sun 24/02/2008 13:43:03
Thank you both for help!

Gilbot- i just downloaded GIMP (didn't use it before)- and your solution is exactly what i needed! Thanks a lot!

Does anyone know if something like that is also possible in PS? If not, i'll just do the trick in GIMP and save the picture in PNG with alpha.
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