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Topics - oskargunn

#1
Hi,

Is there a way to detect whether the player is near the edge of a walkable area?

I am trying to create a turn-around animation coupled with the normal walk.
In order to make the animation realistic I need to move the character a few pixels in the direction of the mouse click, but this can cause the character to be moved outside of the walkable area.
#2
Hi,

I would like to create a Broken Sword-ish mouse interaction.

What I already have is the mouse-over code ready for particular hotspot:


Code: ags

// in room script
function hPainting_MouseMove()
{
  mouse.SaveCursorUntilItLeaves();
  mouse.Mode = eModeInteract;
}


Once the user clicks on the object I make a gui visible. The gui consists of 2 buttons:

Code: ags

// in room script
function hPainting_Interact()
{
  gItemIcons.SetPosition(mouse.x-50,  mouse.y-70);  
  gItemIcons.Visible = true;
}


The only way I know of how to implement this is to let the logic lay inside the GlobalScript, in the onclick function of the button:

Code: ags

// in global script
function btnLookAt_OnClick(GUIControl *control, MouseButton button)
{
  gItemIcons.Visible = false;
  return;
}


I would like to return control back to the room with the id of the button pushed and then the particular action occurs.
Does anyone know what is the best way to do that ?
#3
Hi,

I'm fine tuning my dialog system. I seem to have come across a small problem concerning IdleView.
Whenever Ego talks to someone, both go to a sepereate DialogRoom.

in the function   room_AfterFadeIn()  I start the dialog with

Code: ags
dialog[currentDialog].Start();


This seems to disable IdleView animations, or something like that.
Whenever I go back to the previous room, the idleView animation works again.

Could it be that the Dialog "loop" disables the Idleview ?
#4
Beginners' Technical Questions / Speech bubble
Thu 18/09/2014 18:17:38
Does anybody know of a module for speech bubble or basic speech box?
#5
Hi,

I am doing a GK style dialog system.
I do this by creating a special Dialog room. Each time I talk to a character both character are moved to that room, the dialog takes place with portraits of their faces and dialog options. Afterwards both character are moved to previous room.

I have more or less the implementation ready, however I would like to add a feature that I'm not sure on how to do.  Instead of having a black background in the Dialog-Room, I would like to have a faded version of the background last room visited and the portraits of the character on top of that.

I've read somewhere about setBackgroundFrame, but there's a limit of 5 frames, so maybe that is not the correct way. Does anybody have an idea on how to implement a thing like that? :)


#6
Hi,

I'm trying to find a way to see when a mouse cursor is no longer over a hotspot.
I'm using "Mouse moves over hotspot". Is there such a thing as "Mouse is no longer over hotspot ID 1".... ?
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