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 - LLamaBoy

#1
So I've been using AGS for about a week now, after being roped into a project with some friends.

Today I had an idea on making a kind of minigame which would basically be a darts/archery type aiming game where you would have a reticle moving and you'd stop it by hitting space. First it would move left-right, then up-down, and after the second space, it stops and tells you what you hit.

I took some time to search the forums to see if anything similar had been discussed, but came up empty, so I started on my own.

Unfortunately, I got a little stuck with the logic of making the aiming reticle move back and forth while allowing input.
I tried a couple of different approches:

First, I tried to use an Overlay sprite and move it one unit per iteration in a while loop, but that just caused the game to hang as it blocked any input.

After that, I thought of using a Character with the reticle sprite and making it .Walk() back and forth on the X or Y axis, calling .StopWalking() when the space bar is pressed. This works better, as it allows input, but I'm still having a little trouble with it:
When I call .Walk() on the cReticle, it becomes invisible and it doesn't walk, but the Moving property remains 1. The entire room is walkable and I use eAnywhere in the function call.

Can someone let me know if my logic for this problem is OK? Also, if anyone can identify and solve the vanishing character problem as well, that would be a major help.

Thanks a lot.
SMF spam blocked by CleanTalk