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 - Demicrusaius

#1
Critics' Lounge / Lighting a room
Tue 05/03/2013 10:05:53
I'd like some opinion's on a room and some advice on how to light it.



This is my room. Right now, I use GIMP for pretty much everything, but the lighting effects look very fake and cheesy.



This is the best I've managed to do and I'm not happy with it. What are some of the methods you guys have used to add lighting effects to your rooms?
#2
I'm having a hard time figuring out how to get this to work. It seems really simply, but isn't cooperating.
I'm trying to put an image on screen and display it until the player clicks a button. Everything works except I can't get the image to go away until I leave the room. The DrawingSurface.Release doesn't do anything and I tried using DynamicSprites instead and using DynamicSprite.Delete but they never leave until you leave the room. If you save it, the image will be there when you return.
I have a feeling that it has something to do with room.Getsurfaceforbackground writing the image as part of the background, but I can't get it to clear anywhere.

Code: AGS
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
 surface.DrawImage(75, 85, 216, 0, 215, 130);
 surface.Release();
#3
I've been using followcharacter(0,0) to have a killer chase the player. This works well until the player gets two rooms ahead of the killer. When getting two rooms ahead and then back tracking, the killer appears "stuck" at arbitrary coordinates within the middle room. If you get two or more rooms ahead and wait, then he catches up just fine but something about turning around gets him stuck.
This problem is weird because there is no other script going on other than followcharacter(0,0) and altering the eagerness and distance doesn't make a difference
I was wondering if anyone knows how the default engine tracks the following character's movement. I'm fairly certain I'm going to have to come up with a clever way around this using tedious changeroom commands with door specific coordinates. Does anyone have any experience with this?
#4
Hello, I have only been using AGS for one week, but I am really loving it so far!
I'm using the "blank game" template to learn how to script and I must say, I have encountered dozens of problems that have all been solved by referring to five year old forum posts and the manual, however, despite my attempts to find my own answer, I am having problems with the main text box GUI I designed.

Everything looks good, but I can't control the position of the box.
My GUI is called gTextDisplay and commands like gTextDisplay.Displayat and gTextDisplay.DisplayatY work for one instance of a message, but I was hoping to set the GUI position to the bottom once and not have to use it again.
So, I tried gTextDisplay.SetPosition(int x, int y) but that doesn't move it at all, I also tried gTextDisplay.Y = int; but it doesn't seem to do anything.
Does this have something to do with the position of the controls for the eight edge pieces?
I feel like this has a really easy answer, but I'm not finding it on my own.
SMF spam blocked by CleanTalk