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Messages - Maverick

#1
You can abort an animation at any time by setting the button's NormalGraphic property, or starting a new animation on the same button.

#2
I suppose that it all comes down to how realistic you want this to be? If you fix what’s already been mentioned it will be as good as any animation I’ve seen used in 2D games but if you want to go for a more realistic look you will have to work on including some upper body movement (rotating the hips and shoulders slightly as the legs (arms) move back and forth etc).
#3
I think the biggest problem with the competition is that it evolved from an animation competition into a cutscene comp which would require a lot more time. My suggestion would be to divorce the 2 concepts and start a monthly cutscene comp that would leave more room for artistic freedom and interpretation etc.
If we look at the history of the animation comp it has always been about taking a single sprite and animating it towards some theme. The background etc had no influence on the outcome and it was focussed around getting people involved in animation. Jumping from that to doing a whole cutscene has put this beyond the abilities of a lot of potential would be participants. Having said that the animation comp was never very popular but in its current format it would appeal to an even smaller audience.

As mentioned before I vote for splitting this up into:
1)   Single sprite animation 11 days
2)   Cutscene animation 30 days


Just a suggestion.
#4
Do you perhaps have an object in the same spot as the hotspot? I know in 2.72 you have to set obj[].clickable to false if that is the case or else it won't work.
#5
Hi,

This module may help you to further enhance your flashlight. Code might still be AGS 2.72 but it should not be too far off.

Cheers
#6
Hi,

Look up import and export in the manual.

After you define the global variable in global script you must export it as per the example below. Take note that when you export the "type" of variable is left out!!

Global script file
Code: ags

bool Phone_Ringing_Cassey;
bool Phone_Ringing_Police;
bool Phone_Ringing_Taxi;
export Phone_Ringing_Cassey,Phone_Ringing_Police,Phone_Ringing_Taxi;


To be able to access these variables from any other room in the game you can then import them into the script header. Variable type is specified on import!!!

Script header
Code: ags

import bool Phone_Ringing_Cassey,Phone_Ringing_Police,Phone_Ringing_Taxi;


I hope this helps
#7
Quote from: Ghostlady on Thu 19/06/2008 03:04:41
I guess I can't have 70 hotspots either.  Would I need to check where the mouse is?

Yes you can have way more than that by being a little creative. Set up a grid with hotspots on the vertical and regions on the horizontal like in the image below. In the example I effectively created 25 hotspots by using only 5 hotspots and 5 regions.



I agree with GarageGothic on using a Struct to create this puzzle and calling in the module master is an even better idea.

Cheers
#8
JP

The solution KhrisMuc gave you is 100% correct (as always).
Declare the struct in the header and the array in global and then just export the array. Using the code you supplied it should look like this:

Top of GlobalScript.asc

Code: ags
// main global script file


ciudades ciudad[22];
export ciudad;


Top of GlobalScript.ash

Code: ags
// Main header script - this will be included into every script in
// the game (local and global). Do not place functions here; rather,
// place import definitions and #define names here to be used by all
// scripts.
struct ciudades {          
  String nombreciudad;
  int statusciudad;
  int factoryciudad;
  int labciudad;
  int defensaciudad;
  int infanciudad;
  int cabaciudad;
  int asediociudad;
  int Xciudad;
  int Yciudad;
  };

.
.
11 import ciudades ciudad[22];
.
.
. 


What i get...

Code: ags
Failed to save room room1.crm; details below
GlobalScript.ash(11): Error (line 11): expected variable or function after import, not 'ciudades'
Failed to save room room100.crm; details below
GlobalScript.ash(11): Error (line 11): expected variable or function after import, not 'ciudades'


What you mind with "Then copy&paste the declaration to the header and put "import" in front of it."? I must repeat the struct declaration in the main header? After or before line 11? Must i add a import line in the room scripts??? (i also tried it and didnt work neither)

Thanks for the sugerence skuttleman, but it looks like a hell to keep the info updated by that way (even when I'm sure it works)

Jp
[/quote]
#9
Hi,

If I understand the problem correctly then all you want to achieve is to stop the right click function when clicking on your buttons in the GUI? If this is the case the you have to run script in the button_click event or it will recognize any click (left or right).

To stop the right click do this:

1) In the GUI editor select the button and set the left click property to run script
2) In the click property >>double click and it will create the click event in global script so just OK.
3) Double click on the button and it will open the global script at the exact spot where you need to insert the code
4) Use this code and it should work (tested it in 2.72)

Code: ags

#sectionstart btnInvLook_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvLook_Click(GUIControl *control, MouseButton button) {
  
if (button==eMouseLeft) {
			mouse.Mode = eModeLookat;
			}
			
			
  
}
#sectionend btnInvLook_Click  // DO NOT EDIT OR REMOVE THIS LINE


In this case the script name for the control is btnInvLook so you will use whatever name you used for the control.

EDIT
Tested in 3.0.1 and it works fine
#10
Well I have been absent from the forums for a while due to work related issues but I would like to throw in a couple of people that made a huge difference in my AGS experience.

Ashen
Always there to lend a helping hand no matter how “stupid” the question (what happened to you bud â€" last post Dec 2007 - HAPPY BIRTHDAY!!!!).

SSH
Always ready with a module that will solve your problem.

Auriond
She's put in a lot of hours to help me with the character for “The Trinity”

SteelDrummer
For them cool tunes mon.

Wretched
This man writes code faster than I can think.

Afflict
My fellow countryman who is always there to support and inspire me when things get a bit rough.

Kudos to all of you!! 8)
#11
Snake

This may seem pretty obvious but I had the same problem once and in the end the volume control was muted.

EDIT
Take a look at THIS thread.
Or This one.
#12
I know. I know!!

The comp is closed but my ADSL was struck by lightning a week ago and I have been out of the loop for so long I just couldn't resist ;D!


This is not an entry but I just wanted to proof that anyone could have put something together in a very short time if they tried hard enough. This took all of 20 minutes to make guys. Shame on you for leaving SilverTrumpet hanging!!

EDIT

I would love to take over the comp but I have a load of catching up to do now that my router is back up.
#13
First post updated with new versions of backgrounds as well as a progress update.

I'm also very happy to unvail the latest version of our protagonist Alex Moss. A great word of thanks to Auriond for bringing him to life from a rather sketchy animation by yours truly.

Ladies and gentleman without any further ado I give you (drum roll) Alex Moss a thirty something investment banker with a serious attitude in his walk which is only surpassed by his sharp intellect and ability to unravel even the most difficult puzzles.


Steel has also been making some great progress on the music so we are heading in the right direction.

#14
I'll do my level best to enter but work keeping me extremely busy.

I'll reserve this space.

EDIT
Too much work!!! Sorry I cannot get it done in time.
#15
I judged the comp based on the following:
1)   How well the original theme was carried by the animation
2)   How fluid the animation is
3)   Creativity
4)   Overall effort put in to produce the end result

The final standing:
1st place Petazzo
2nd place Lionmonkey
3rd place NiKCeleste (Very good first attempt so don't give up. The second part is a little jerky and would have worked a lot better with more frames)

Over to you Petazzo.
#16
Nice work NikCeleste!
Pretty darn good for newb.

Domino

I agree with the rest. There is still plenty of time to get an entry in.
#17
Glad to see that you are back at the drawing board!
I suppose that between the wedding plans, work and other projects we won't have the final product real soon?

Good luck and keep it coming.
#18
Excellent work Steel! 8)

As I mentioned before my work is improving all the time so I decided to update the existing screenshots in the first post as I finish the "upgraded versions"  :o so check it out every once in a while if you want to keep track of the changes.
#19
Steel,

The music you posted on the thread although I assume that it is the same as the jazz theme you sent me some time ago. That piece is brilliant and I think we should post it anyway.

To everyone else who is having trouble with the link HERE is the masterpiece I'm talking about!
#20
Thanks for the kind words guys.

I'm happy to report that Auriond and I worked something out as far as the sprites are concerned and she has put a lot of work into this the past few days so we just might have a fully animated main character sooner than we think.

I'm all set to put the demo together as soon as that happens. Heck at this rate it should be ready by December  ;D. The only problem I have right now is to find someone to host the demo because the file is huge but I'm working on setting up my own server real soon.

Steel,

I don't know if it is a server problem or whether my ADSL is acting up but I cannot download the music.
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