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Topics - Oncer

#1
In my game, basically the character can walk into four directions (up,down,left,right), so I set "No diagonal loops".
But when the character turns, e.g. I walk to the left, then I walk to the right, he turns up and then right. This is okay, but the turn "animation" looks rather choppy. So I made animations of my character "rotating" from looking left to looking up, from up to right, from right to down, and so on. I hope you can follow me to that point. What I want is to play these "turn animations" whenever the character turns in another direction.
E.g. when I walk to the left and then to the right, the character should rotate from left to up and then from up to right, and then continue walking. That would look much smoother than the standard "characters turn before walking"-setting.

Anyone an idea how I could accomplish this?

Thanks in advance,
Oncer
#2
I want to add the following feature to my game:
If the player holds F10, there is a blinking symbol at the position of every object/hotspot the player can interact with.
I've made a small script for this in the repeadedly_execute section:
Code: ags

while (IsKeyPressed(368)) //F10, blinking circles
    {
      RawSaveScreen();
      int i=0;
      while (i<GetGameParameter(GP_NUMOBJECTS,0,0,0))
      {
        if (IsObjectOn(i))
        {
          RawSetColorRGB(255,255,255);
          RawDrawCircle(GetObjectX(i),GetObjectY(i),3);
        }
        i++;
      }
      Wait(5);
      RawRestoreScreen();
      Wait(5);
    }


Here comes my problem. I want the circle at the exact position of the object, not at the top-left corner of the object sprite. The (horizontal and vertical) centre of the object would be perfect. And how could I do the same for the hotspots in a room? I can't even get the position of the hotspot area, and I don't want to waste my walk-to points for this   :(

Anyone here with a solution?

Oncer
#3
Maybe it's a bug, maybe it's just me, but I experience the following (very annoying problem):
It seems that the cursor mode changes from 0 to 1 when I go to an other room.
Dunno why this happens. I'll try to track down when it occours exactly.

EDIT: Ok, I've found it. I have one "normal" room and one room with "Hide Player Character" enabled. If I go to the second room and then return to the "normal" (first) room, the cursor mode is 1, although it was 0 when I was in that room the first time.
This is a problem for me, because I don't want to say "SetCursorMode(0);" in every room! ::)

I'm using AGS Version 2.62, but I haven't seen anything like this in the changelog for 2.70.
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