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Topics - Ardentsideburns

#1
hey peeps! i 'm having a problem and i don't exactly know if there's an actual solution to it, i've looked everywhere but i can't really find a way to solve the problem.

so basically our game has plenty of animations, so to keep everything on the same axis and to allow enough space to do wildly different animations we had like every frame take about 200x200 pixels of space.

now the actual character size is about a third of that of course, the rest of it is composed of transparent pixels. This wouldn't be a big deal if it wasn't that when the character speaks the text is shown at the top of the 200x200 frame instead of on top of the character's head, making the text appear miles above the character.

is there a way for ags to ignore the transparent pixels when it comes to showing text?

thanks for your help in advance!
#2
hey guys, i'm using the monkey island template and i have this bool global variable that is by default set on false and can get turned to true by some npcs, changing their dialogue accordingly
it works fairly well for everything except for this one character that you can't normally talk to, but if you give it an item he starts a little conversation (not in a dialogue, at least at first, just back and forth messaging between player and npc). Thing is he should react accordingly if the global variable is set to true or false, but it only ever picks the option tied to "false" and doesn't seem to react to the variable changing.

i attached the script i have stripped of all the animation and dialogue stuff, but if you think it's not enough to figure out what's wrong i can include the whole thing.

the variable in question is called here "variable" the "charactermet" global variable is used to check if you met the character already, i included it just because it's the only other variable in the script.

thanks in advance for your help people!

Code: ags
 
   // GIVE TO
  else if (UsedAction(eGA_GiveTo)) {
    
    if (ItemGiven == iitem) {
          
        //dialogue & animation stuff 

        }
        
         if (variable==true) {
      
        //dialogue & animation stuff 

        charactermet = true ;
        }
        
        else {
        
        //different dialogue & animation stuff 

        charactermet = true ;
        variable = true ;
        }
   
    }

#3
just out of curiosity, i tried  setting a variable from false to true inside a dialog option and when checking for it again having a if function to redirect to another part of the dialog script within the same option. It looked like the system was fine with checking functions set outside the dialog, but that particular one seemed to remain false no matter how i wrote in the option that it was true. In the end i worked around it by simply turning off the option once it was selected (wich is something should've done from the beginning) but that made me think about if what i attempted to do is even possible and if i should be careful not to try that again, if it's not.
#4
so my intention here is to have to characters have a dialogue in the background while the character passes them by, i thought it would be something somewhat simple but boy was i wrong..
so here the code i wrote...

Code: ags
function room_Load()
{
Turquoise.Name=("Fancy lady"); 
Alberich.Name=("Nervous guy"); 


 if (loop==0){
  SetTimer(1, 10);
   }
 if (loop==1){
  SetTimer(2, 10);
   }
   
  if (loop==2){
  SetTimer(3, 10);
   }
}


function room_RepExec()
{
  if(IsTimerExpired(1)){
  Turquoise.LockView(66);
  Alberich.LockView(8);
  Turquoise.Animate(0, 4, eRepeat, eNoBlock );
  Alberich.Animate(0, 1, eRepeat, eNoBlock );
  Turquoise.SayBackground("psst psst psst");
  loop++;
  }
 if(IsTimerExpired(2)){
  Turquoise.LockView(18);
  Alberich.LockView(12);
  Alberich.Animate(0, 1, eRepeat, eNoBlock );
  Turquoise.Animate(0, 4, eRepeat, eNoBlock );
  Alberich.SayBackground("whisper whisper whisper");
  loop++;
  }
if(IsTimerExpired(3)){
        Turquoise.LockView(66);
        Alberich.LockView(8);
        Alberich.Animate(0, 1, eRepeat, eNoBlock );
        Turquoise.Animate(0, 4, eRepeat, eNoBlock );
        Turquoise.SayBackground("mumble mumble mumble");
        loop--;
        loop--;
        }

}


ugh, what am i not getting? the code advances only when i exit and the re enter the room, so it is recognizing the timer and the loop variable, but i don't understand why it doesn't continuously check if the timers have expired... to make it clear, the characters execute the first part of the script (the psst psst psst part) then stop ,locked in the animation i set for them .When i exit and reenter the room they move forward with the second part of the script (the whisper whisper whisper part) and so on and so forth looping back to the first part when the loop variable gets reset to 0. What i want is that this whole script is executed continuosly in the background at regular intervals set by the timers... anyone can help me , please? i'm really stumped...
#5
so.. i have this girl jumping around on a loop and when my  main character talks to her i'd like for her to stop and assume her normal view with an animation.
i thought of using character.animating , but the example on the faq doesn't really explain how to check if an animation has finished, only if an animation is currently playing...

can anyone guide me to the solution? :X
#6
i'm doing a little project to see if i can manage to make a short adventure game by myself. I'm an absolute beginner in regards of ags and programming, but i think i'm figuring things out little by little . I'm using the lucasarts template for my game and since the game has a small resolution i'd like to have some close ups of the characters when they talk, in addition to their normal lucasarts-like talking animation.

i thought of using a custom gui wirh two buttons  that would act as the characters portraits but i'm having a hard time understanding the help files and i don't really know how to change the button graphics dynamically to represent the characters talking nor how to have them animate when each character is talking.



(this is what i got so far using the custom gui..too bad it's room sensitive and i have no idea on how to do it for different characters..)


how would you tackle this problem?
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