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

Topics - iamlowlikeyou

#1
This is actually a pretty simple question, and may sound a little stupid, but how do you usually draw/paint and colour graphics in high-res, if you want it to be anti-aliased?
I'd like to be able to make black (or whatever color) outlines, and then colour inside the lines (fill) in an easy way.
Is there a shortcut to this in for example Photoshop, without using vector graphics, or do you have to colour it manually with a brush?
If I use the filler it either makes unwanted outlines or eats some of the black outline, if you know what I mean?
Sorry, I'm not really able to put it in a technical way, because I don't know the terms.
I have used photoshop a lot as well as drawn and painted all my life, but this one thing I've never understood.
How you for an example say they drew the graphics in games as Curse of Monkey Island?

EDIT: I know you can use layers, and make the fill color on a layer underneath the outlines, but still it takes a lot more time to avoid colouring outside the lines (like in a colouring book :D), than it would to just fill the area...
#2
Player enters a room right next to an object (while setup to detect nearby objects and then write name of object to a label) - I put in function room_Load():
Object.Clickable = false;

Yet player detects the object for about 1 second, before it disappears.
I can't get this to make sense, as the room_Load() function should happen before fade-in, and thus long before player gets there?
#3
I have a room that is reachable from several other rooms, but I'd like to to set different actions in function room_load() depending on which room player came from...

Is there a way to get which room player left to get to the current room?
#4
Like the headline says;
is it possible to determine whether something is in a location BETWEEN two coordinates, instead of AT one specific coordinate?
I somehow think it should be fairly simple, but I can't quite figure it out...
#5
I'm working on a pause function, where the screen is getting "greyed out" with a half transparent GUI.
I would like eventual speech text (if in the middle of a dialog) to be either "behind" the grey GUI or simply to become invisible...
I have tried both changing the speech font to an invisible font with a command, but that only works for subsequent dialogs, which means that the text that is already on screen stays the same font, and thus stays visible. I also tried setting the VoiceMode to voice only, but that doesn't seem to work when there is no voice file (besides I'm not sure that would clear text already on screen either).
Is there any way to make invisible text that is already at screen?

I haven't managed to find any possible way to put the GUI over the text yet, I'm not sure if that's possible?
#6
I'm trying to make a PauseGame function like in the classic Lucas games, which means it should pause on key press - also during dialog and cutscenes, but without skipping anything - simply halting the game until the key is pressed again, no matter what is going on...

And by the way, isn't it possible to allow only speech skip when pressing a specific key (fx Esc), and not just any key?

EDIT: and by the way#2; if I set it so that player cannot skip speech lines by keyboard, it doesn't react on the pause key until dialog is finished...
#7
I'm using this code to fade in my GUI:
Code: ags

void SetTransparency(){
    gIconbar.Transparency = 100;
    int trans = gIconbar.Transparency;
    while (trans > 0) {
      trans--;
      gIconbar.Transparency = trans;
      Wait(1);
    }
  }


SetTransparency() is initiated when pressing the key that makes the GUI visible.
When I run the game and tries it out, the GUI remains "invisible", that is transparency =100 for some 5 seconds, and then become visible (trans = 0) all of a sudden...
Any ideas why this isn't working?
#8
I am working on a game that has only keyboard control, no mouse at all.

I need a control panel for save/load/exit functions, and an inventory window.
I want to make them as "popups" that are made visible by press key.
So far so good...

Now I'm in search of ideas for how to make them controllable.
Basically both controls have to be a line of icons that appear at the edge of the screen, and then switched between by the cursor keys.

I am thinking that the control panel could be done with 6 images, one for each control selected and unselected, and then it could be written as "if this selected and cursor left, then deselect and select that"... I don't know if that's a "clumsy" method - perhaps there's a most much more elegant way to do it?
Anyway my greatest problem is how to do the inventory, because the icons in the inventory will not be arranged the same way every time in the nature of an inventory... But of course there is a way, I just haven't thought of it yet :)
#9
I'm not sure if the headline makes any sense :)

What I want to do:
Press a key --> execute mouse.Mode on the hotspot which player is standing on...
#10
Is there a way to check (supposedly as "function repeatedly_execute_always") if the player is standing on a specific hotspot?
I don't want to do it with regions, because I can max. make 15 regions per room...
#11
Hi all,

Like the headline says, I'm looking for good tutorials or books on basic programming, of course mainly AGS relevant stuff.
I'm quite new to both AGS and programming in general - I did complete a very small practice game, so I'm not totally ignorant, but still I feel that I lack quite a lot of basic progamming knowledge to really get anywhere with AGS.

I have searched a lot for in-depth AGS tutorials, but I think there is a huge gap between the beginner's tutorials and those that imply a broad knowledge of basic programming.
I hope some of you have suggestions of how to fill that gap?

Basically what I'm looking for is a source that starts totally from scratch, but doesn't stop when I got my character to pick up an item, if you know what I mean :)
#12
Instead of making several posts about all the different details, I thought it would be better to ask for suggestions for how to make the overall interface I want to create for my game.

I am using the KeyboardMovement module, so the main character is controlled with the cursor keys (pressing, not tapping). This works perfectly.
Now I want to make it so that the functions Interact, LookAt, TalkTo and UseInv are swapped by a key and the selected function is executed by another key, so basically all control is done with the cursor keys and two other keys.

The way that the character should interact in all ways with other characters, objects, etc. is that when he walks up to the "object" a label will display the name of that "object" (if he walks away the label disappears again of course) - so as long as that name is displayed, the player is able to interact by pressing the function key (which executes the selected function), and that function will then be carried out on the "object". The "object" should of course only be available as long as player faces it (which gives some trouble with using simply a hotspot, as player can still stand on the hotspot while facing away from the "object").

Earlier I created a post asking about the "faceobject" aspect, and I'm sorry for repeating this - but like I said, I thought it would be easier to help me, if you get the overall idea of what it is I want to make...
I think I got the needed details, but please ask if I forgot something.

I'm still pretty new to AGS and programming in general, so please bear with me if I'm a little dim :D
#13
I'm trying to do this:

Code: ags

function hotspot1_Standing(){
   if (if player.FaceLocation(x, y)){
      labelFunction.Text = "blah blah";
   }
   else{}
}


The purpose is that when player walks onto the hotspot, AND is facing the given location, a label will display the name of the thing on that location. Could as well be an object or anything else of course...
My problem is, that when player walks onto hotspot while facing the location, the player is kind of "glued" to the FaceLocation, which means that if player walks away again, he will keep turning to face the location until he is out of the hotspot.
I can't really grasp what's wrong with the code - besides the code is so very simple and fundamental, that I'd think it pretty hard to overlook something :D
#14
I think I saw the solution for this here in the forum once, but I just CAN'T find it :D
As far as I recall it was quite simple - something like checking a box somewhere...

My problem is that when my room is scrolling it makes small jumps... That is the room is not scrolling smoothly.
My game is 320x240 and 32bit color, if that's got something to do with it.
#15
So by the way, does anyone know of a good freeware engine for making 2d platform games?

Or is it possible to write scripts for shooting, jumping, etc. in AGS? I haven't been able to actually figure that out... :P
#16
First, sorry if this is an inappropriate question for this forum...

I was wondering what programs you are using for animating your sprites?
I'm mostly looking for something to do high resolution animations (not pixel art) -
I have tried with Flash, but it seems a little unhandy for this purpose, but maybe it's just because I haven't grasped the best way to do it.
I'd like to be able to copy the last frame into the current frame as some sort of "watermark", so it's easier to draw the current frame. Kind of like with a real life light table. I haven't been able to find if Flash can do that...

Anybody have a good recommendation for a program?

EDIT: Oh yeah I forgot - it should probably be vector graphics, because I want the graphics to be antialiased and still easy to fill color the surfaces...
#17
I am trying to get a hold of the verbcoin template...
I have changed the resolution to 1024x768, and there seems to be a problem with the inventory borders allignment.
The numbers simply do not fit. For example if I set the left border x-value to 50, it actually sets at 90-100.
I guess all I have to do is to tell the verbcoin script the new resolution, for it to be able to allign the numbers - but I cannot figure out where?
#18
These are the things, I'd like to make:

*Left click on inventory items both in walk mode and interact mode --> interact with that item (i.e. selects it as active inventory).

*Right click on inventory items --> Look at item.

*Left click while mouse cursor = active inv, that performs no action (clicks on non-object, character and hotspot) --> deselect active inventory.

*Right click while mouse cursor = active inc --> deselect active inventory.


I'm not sure whether these functions require "handle inv clicks in scripts" or not...
Sorry for posting so many questions in one post, but I thought it was better than making 4 seperate posts after all.
Thanks for your help!
#19
I want to make it, so that when mouse mode is set to for example look at, whenever mouse clicks anywhere, that doesn't perform a task (i.e. anywhere, that is not a hotspot, a character, an object...),
it changes back to mode walk to.
I take it, that should be fairly easy, but I haven't been able to find the function.

My best guess would be to make a "mouse.IsButtonDown(eMouseLeft)" command and then describe the exceptions, but I don't know how to do that?

Thanks for any help!
#20
...Possibly by assigning a VIEW as the background image in some way?

I have a GUI with a background image and some invisible buttons -
when I move the mouse over the buttons, I want the background image to animate once and end on the last frame of the animation, until mouse moves away.
Any ideas how to do this, if it isn't possible to animate the background image?
SMF spam blocked by CleanTalk