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Topics - Wogoat

#1
I've got a dialog where I want a character to change SpeechView frequently, and has a few incidental animations (most notably a sort of shocked reaction) I am initiating using LockView followed by Animate, with code in the room to UnlockView when the animation has completed.

The incidental animation works great any number of times until I change the SpeechView (either through the Character.SpeechView or Set-Speech-view commands) at which point it doesn't trigger properly.

I can't figure out how to work around this.

I have some examples of my code here:

First an example of how I'm calling the incidental surprised animation from the Dialog script.
Code: ags
cEgo: If you left when you said you did, not only had the drum not fallen yet, but you couldn't have even been here when it did!  
  cSkitt.LockView(20);
  cSkitt.Animate(0,2,eOnce,eNoBlock);
cSkitt: Waaaaaaaah!
cEgo: We know that the drum fell between Eden leaving last night and returning today.

When the animation completes, it returns to the previous view due to this code in the room.
Code: ags
function repeatedly_execute_always()
{
  if (!cSkitt.Animating && (cSkitt.View == 20) && (cSkitt.Frame == 8))
  {
    cSkitt.UnlockView();
  }
}

However, once the dialog passes any point where the SpeechView is changed, this stops working. It continues playing the SpeechView until no characters are speaking, then goes to the first frame of the locked view. It returns to the SpeechView when the character speaks but keeps returning to the locked view after, and the view seems stuck on the first frame. I can't figure out where the error is.

Are there limitations to changing SpeechView in the midst of a Dialog, or any other thoughts as to why this may be happening?
#2
I'm unable to find the music crossfading option in the newest version of AGS.  It doesn't seem to be in General Settings or the Properties pane for either the main Audio section or in the Music folder.

Does anybody know if this option is still there and where I can find it?

All of the documentation I can find points to General Settings, but this seems to be outdated information from before the audio system was re-vamped.
#3


In a land of heroes and dragons, a new adventure is just outside your doorstep.  But to participate in said adventure you must first be a certified member of the Adventurers' Guild.  Non-members are ineligible to collect any rewards, loot or other paraphernalia (heretofore referred to as "drops") related to aforementioned adventure.

Venalis is ready for a life of adventure, and luckily for him today is the monthly Adventurers' Guild Registration Day at his local tavern.  Join Venalis and his trusty sidekick Francis as they bravely fill out the necessary paperwork and valiantly complete the beginner's level field exam!

Screenshots


Every good adventure starts in a tavern!


Try the delicious and frequently dangerous drinks!


Be prepared to battle the most fearsome of beasts!


Fill out paperwork!


Party to Adventure is a short-length comedy adventure planned to serve as a prologue for a planned commercial game I am currently developing.
I am keeping a production blog of sorts on my tumblr page: Wogoat's Thought Train

I plan to have the game released in April or May of this year.

I'm needing some sets of eyes that aren't mine to help find bugs and typos, if anyone is interested in beta testing a nearly complete version of the game please let me know!
#4
I'm working on a game with a fairly standard distraction puzzle.  Character walks away, and eventually comes back.

When the character comes back, I have it so she walks to her spot, says something, then animates sitting down.
I'd like to have her do this in order without the movement and animation using eBlock so the game doesn't pause when she moves.

However if I do, she starts walking, immediately says her line and animates sitting, all while still walking to her spot.
I'm sure there's something simple I'm missing but I've completely overlooked it.  Any suggestions for how to handle this?
#5
I'm searching through the documentation and having trouble finding this little bit of information.

What spot on a spirte does AGS draw the sprites from?  Basically I'm working on a project where some spites may need to occasionally be of unusual size and I don't want to have the normal spirtes have all this blank space on either side to accomodate for the once or twice that space is needed.

Is their position based on the middle of the spirte, where any space added to one side would need to be added equally to the other to prevent the graphic from sliding to the side?
Or is it elsewhere like the upper corner?

I know when moving a character it's based on the center bottom pixel, but I wasn't sure if it's the same for drawing them.

Just wondering if anyone knows before I make any drastic changes to the sprites that may go horribly wrong.
#6
I'm working on a project that has some rather large sprites, and I want the hotspot for the sprite to not be at the very bottom of the sprite.

To clarify, if you click using WalkTo on a spot, I want the character to walk to the spot, but they end up higher than I want them to be, because the bottom center pixel appears to be where they base the location of the character on.  Is there a way to change this?
#7
This is the most relevent forum I can find for this question:

I've heard there's a program available for download on the site to play the music.vox file outside of the AGS game itself but have been unable to find it.

Is this true, and if so where is the program?
#8
I just got a new Wacom tablet and I'm wondering how concievable it is to draw animations in flash and then port them into Paint Shop or something to use as sprites.

But there are a few problems I'm running into.

If I shrink them much at all (even if it's in Flash) if there's much detail to them it all gets lost in an ugly blur.
That can be solved by making the designs rather simple, so no huge deal there.

But when I copy and paste something into PaintShop Pro the picture is distorted, it'll be cut down the middle or something.
The only way I know to property get it into PSP is to use the Print Screen button and then cut it out of the screenshot, but that's tedious and has lots of anti-aliasing.

Any suggestions on better methods?
#9
Yeah, I don't much care for the title. but regardless:

This is a short game staring a minor character from my long defunct webcomic...

Melvin is a demon who collects souls for hell, unfortunatley the deadline for turning in souls is one day away and all of the souls he's collected have gone missing!  Only you can help him find the missing souls in this light-hearted adventure as you travel through seven rooms and talk to four different characters.  All hand-drawn in sketchy pencil scratches.

I've almost completed production of this game, the programming is all finished I just need to bug fix it and animate the characters. (right now they're all still pictures)
Although if anyone is interested in beta-testing the current build, send me a message.

and here are the pre-requisite screen shots, and yes the final game will have the same pencil drawn look.

http://www.mtco.com/~wogoat/lazy/woah/game/melvin1.gif
http://www.mtco.com/~wogoat/lazy/woah/game/melvin2.gif

Matt
#10
This is really more pracitce than anything.  I did sprites for two Reality on the Norm characters, Max Griff and Death.  Still haven't finished the upwards walking frames on Death, but I just wanted to get some feedback.

Sitting in front of the computer all day has blurred my vision and I'm not sure if I can see these properly
They look smooth to you?



#11
I'm probably overlooking an obvious solution but I have to run to work and can't spend any more time pondering this today.

I've got a situation set up where an action causes a chain of events of objects to move.  (a ball hits something which falls and eventually causes another object to move etc.)

BUT, I can't get it to work unless I make the whole of thier paths walkable.  Which obviously causes problems because the player character can walk through all that.  Which means he's walking in the air.

Is there any way to have to objects move but not be limited only to the walking space?  Or to establish different walking space for the objects that the player is not allowed to walk thorugh?

Thanks for the help.
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