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Topics - De-Communizer

#1
The manual doesn't seem to be particularly forthcoming about it (or I'm being dense), but does the drawing surface make things appear underneath or over the top of characters? If I tell it to draw a yellow circle on the screen, is that going to stay there on top of any characters and objects, or does it look like it's just affecting the background? Otherwise, is there any means of just keeping things done on the drawingsurface in the background?

Incidentally, since I'm just starting out with it, are there any decent tutorials for the drawingsurface? Everything I've found so far seems to be obsolete (referring to everything as "rawdraw"), or doesn't answer my questions.
#2
I'm sure I remember, and that I'm not just imagining it, that years ago on 2.7 and before I could make a room loop around when a character walked too far to one side. Having been unable to figure that out these days, I've resorted to something else.

My resolution is 320x240, but my room is 640 in width. As the character moves (with pressed arrow keys), the view follows them, and when they get to the edge, I told it to do this:

if (player.x>640)cEgo.x=-3;
if (player.x<0)cEgo.x=643;

Nothing seems to be happening, though. I've a feeling that it's something to do with the Viewport? No idea though, but I'd be most gracious if someone could point me in the right direction.

Merci beaucoup, and Merry Christmas!
#3
I've been looking through, but not thus far been able to find in the forum already (though I'd have thought there'd be something, it seems like such a likely problem for people to come across). In "repeatedly_execute", I've got:

if (Thrust>0) Thrust = 0;

     if ((IsKeyPressed(eKeyUpArrow))&&(Thrust<100)) {
      Thrust+=100;
      player.ChangeView(2);
      player.Animate(1, 3, eRepeat, eNoBlock);
   }


What it does is make sure that if the up key is being held, Thrust is 100, and it reverts to 0 when not being held. The problem is, when it animates, it sticks on the first frame of the animation, until I release the key, and it starts animating just when I don't need it! How can I make it animate when it's held, and revert to its normal loop when I let go?

Thanks for your help!
#4
Critics' Lounge / Simple style of character...
Fri 30/10/2009 19:26:50
Well, I think I'm getting the hang of this "character" lark, but I thought it'd probably be best if I get somewhat more objective suggestions about how I could improve it before I start working on walk-cycles.




At the moment, something's striking me as "wrong" about the arms on the front view, and I feel like I could put more detail into the legs, but I'm not sure how. The boots too, but being dark, I'm uncertain what I can do to give them more detail. Any advice welcome!
#5
Not sure if it's possible, or I'll have to manage as is, but I've got a custom inventory GUI. It's going to have a lot of items in it, but at the moment every time it opens, it's at the same position (i.e. the inventory window is showing the same objects) as when the window was closed. Is it therefore possible for me to return the view to the top every time the window is opened?
#6
Up until now, I've been using the "Global Scripts" menu to make my variables, but now I need to make use of an array or several. Unfortunately, trying to put variables in via the script is confusing me totally, and anything in the Beginner's section seems to have been written for pre-3.0 versions. Hopefully, someone can point me in the right direction!

In the "room_FirstLoad" for room1, I've got the following -

function room_FirstLoad()
{
int type[100];
type[1] = 1;
}

So, from what I can tell so far, I've created an int array called "type", which has 100 sub-sections, and the value of subsection 1 of this array is "1". When the room loads in future, I want a label on a GUI to show the value of this int within the array. To that end, I've got:

function room_Load()
{
Box1.Text = String.Format("%d",type[1]);
}

Of course, I'm certain I'm missing something - I keep reading about "headers" and "defining" variables, but I've no idea where to put it. As a result, I get an error about "undefined symbol 'type'", and no information in the GUI label. What else do I therefore need to do to make an array work?

Many thanks in advance!
#7
To avoid having to repeat huge chunks of code over and over, I know other people use a means of getting the script to refer to this other "reference" example. Unfortunately, I can't for the life of me remember what it's called, from which I could then figure out how to implement it. I know I've seen it before, but no matter how I phrase aspects of it I can't get the search to find it. 

Could anyone point me in the right direction, por favor?
#8
My current crazy plot involves making a value increase as I hold a key on the keyboard, and decrease as I hold a second key. I was considering using "IsKeyPressed", but I only need to it alter the value four times a second. I'm sure it has *something* to do with repeatedly execute, but I can't think quite how I'd do it.

i.e. Trying to make it so that when "A" is held, "value" increases, when "B" is held, value decreases.

Thanks again!
#9
Critics' Lounge / Long street is long...
Fri 30/01/2009 13:23:21
Right, well, ok, here's what passes for me having a go at an outside scene, looking down a street. Before, most of what I'd done was insides, so I thought I ought to give myself a go at outdoors too. Nothing too fancy, just one vanishing point in the distance. I plan to have cars moving back-and forth along the road at the back, too.



Something seems...odd somehow
#10
I think this is appropriate for this section, do shout angrily at me if it's not.

I like being creative (writing, doodling, and naturally, making games), and I like to be able to get a point across. Part of playing games is, I think, is to experience situations one doesn't get the opportunity to in real life, and like in literature, I think some of the best games are the ones that convey circumstances of emotional depth well.

Having quite a considerable number of friends and acquiantances of varying...ah...sexual persuasion, I keep having it suggested to me (repeatedly, at great length, to no end ad nauseam etc) that maybe I should have a bash at making a game about something a great deal of such individuals have as an emotional speed-bump in their lives. That is, coming out. Part of the reason they think I should do this is for a larger organisation, as a means of demonstrating to those who are feeling a little conflicted just how well it can turn out, or what potential hurdles there may be involved. Apparently, among the various LGBT communities I've been canvassing, the idea seems popular.

Of course, adventure game seems like the ideal format for such a tale - I can't see it carrying quite the same story as a platformer or an FPS - and those who are already experiencing such things have reacted positively towards the idea. I was wondering how appealling a game with this kind of concept sounds - playing through the stories of people coping with this, etc etc. It also strikes me as an interesting concept to help foster understanding of the situation to those who aren't going to have this as something they'll feel they need to do.

So: would you, the average gamer, play an adventure revolving around this situation?



P.S. No, I'm not gay, but I do have weirdo proclivities of my own.
#11
Hopefully I can try to make this one a bit clearer by bringing a picture into it...




My character, upon using the edge of the ledge (in picture 1) performs an animation (picture 2), and the end of the animation is designed to segue into a standing animation once the climbing has finished (picture 3). I'm well aware however, that once the animation finishes and the view returns to the normal walking view, the player's position will be right back where they started, on the lower level (B).

One way I'd thought of sorting this would have been to tell it to then move the player to player.x-60 and player.y-20, but I can't think how that would be done. Doing it through changeroom, after all, would result in the room reloading. Can anyone suggest a way in which I might end up with the character standing on the ledge's walkable area after the animation has finished?

Thanks in advance :3
#12
I've got a GUI (modified from the existing Statusline), and on it is a button (btnPortrait) which is intended to change depending on which character the player is using, with a global int variable "whoisplayer". The way I've got it set up at the moment is:

if (whoisplayer = 1) {
  btnportrait.NormalGraphic = 74;
  }

As far I thought, it should have set the button to look like sprite 74, when the int was 1. When trying to compile, it complains about a "parse error in expr near 'whoisplayer'". I've little doubt this is something to do with a deificiency of my understanding about how scripts work, but cana anyone tell me where I'm going wrong?

Much obliged!
#13
I'm aware that anti-glide mode is set in the general settings, but is there any means by which certain characters can have anti-glide applied to them, and others not?

Ta for the help
#14
In the situation I'm building, I'm planning on making the environment outdoors change day/night after a certain amount of time passes. I was wondering if AGS had any potential for time compression, e.g. press a gui button, and it goes through processes twice as quickly, or even half as quickly and I can start things off being fast by default. Something that would make an in-game clock run faster, and (because characters move as each frame changes on anti-glide) the characters end up moving faster/slower.

Or am I limited to manually scripting it so that when the button is pressed, the characters' speed doubles/halves? Sorry if I seem a little unclear, it's that time of the morning.
#15
I'm a beginner when it comes to scripting, and I'd noticed someone saying that in game terms, 40 cycles is one second. Does that mean that the bigger repeatedly_execute is (that is, the more lines of things it has to do), the longer it'll take beween each repetition of its contents?

Hopefully I've been clear enough about that.
#16
Hi there, I was wondering about making something change states every few seconds. For example, if I have a security camera - what I want to do is every five seconds, make it swing around to a different angle (which I'd do by changing the sprite, since it's an image) and changing which region on the floor is "active" (to simulate the camera's field of view). How would I make it so that both the active region, and the camera's appearance change every few seconds?

Thanks in advance for your help!
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