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 - ma2003

#1
Heres the question: Is it possible to move the feet-position hotspot (don't know what to call it) of the character, and move it towards the centre of the character sprite?

I've searched some info in other threads, and speak of using either player.baseline or player.z...

Baseline tends to not work at all(and I'm guessing its because its only used for walkbehinds, objects and characters).
While player.z does technically change the feet-position hotspot, it has to move the entire sprite in order to do it, I don't actually want my sprite to move at all, only the feet-position hotspot.

If anyone has any clues or any other ideas and approaches without moving the character sprite with the player.z, then I would appreciate it if you gave me some ideas.

Thanks alot.
#2
Hi Again.

I'm trying to work out if its possible to use a region to disable a keycode....or if its even possible to disable a keycode at all.

In the game I'm working on, my character has the ability to enter crawl mode by toggling the C key.



Now as you can see...the movement and crawling animation, walk behinds and key pressing is working splendidly.



However, of course, while being under the "little tunnel", I could easily STILL press the C key, and stand back up.

This is obviously a problem, I don't want my character to toggle back to standing position WHILE under the tunnel. If he stands while under the tunnel, the walk-behinds set for this "little tunnel" will disable, and the character will unfortunately appear like in the bottom picture:



My thoughts to this problem could be the use of Regions. Where, if my character were to be crawling on a region, the C Keycode would be disabled. If this command exists, then it would make things more easier. With regions, it would be helpful when my character would encounter a wall.

So, is this actually possible? Can this be done? Is my solution wrong, or is there a better way?

Thanks. I'll appreciate any comments and help.
#3
Okay, I'm trying to get my character to toggle into a crawling position via a VIEW.

View 3 (standing view)



View 8 (crawling view)



Basically, my character will run around, and I tap SPACE BAR and be able to toggle from standing, to a crawling pose. (ala metal gear solid) or (as another example)... bring out a handgun by tapping and toggling Q (ala Flashback).

I assume a good way to do this is by using Views, and I'm trying to find a way to toggle from view 3 to view 8, and then back to view 3 if I wanted, all by using the same key SPACE BAR (keycode 32).

I believe I have enough knowledge to learn about how this could be done.

I can create a simple crawl mode by doing the obvious:

Code: ags


if (keycode==32) {
 cBob.Lockview(8)
}


However, of course, I can't toggle back to the standing pose by pressing the SPACE BAR.

....if anyone could help out. I would appreciate it very very much. Thank you.




#4


Hey guys, I'm new here. Anyway...

I have four sprites that I have imported into the Sprite Manager( 21, 22, 23, 24 )....and I have also placed those into VIEW file and made a view called 'DeskReception'.



Everything seem fine and dandy..until I press save, or I test run the game.



My four sprites become blue cups.

I'm not entirely sure why this is happening, but if I were to guess, I was thinking that my four sprites are not compatible with the pallete, maybe, or the image has been tampered with. My other sprites remain normal and untouched, except my 'DeskReception' sprites.

All I'm trying to accomplish is a receptionist at a desk. I've been hunting around for a tutorial that'll point out what I've been doing wrong.

If any one could help me out, I would really appreciate it.  :)
SMF spam blocked by CleanTalk