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Topics - Fedx

#1
Hello! I have a question of how I can make a GUI stop moving with the game camera. I have a room where you are watching from outside in with a flashlight, in between the holes of some planks. I made the planks as a GUI so the flashlight can be behind, and I also made a camera that follows the mouse, since the room is bigger than the game's resolution and you have no character to explore it. This is my code right now

Code: ags
function room_Load()
{
  gSky.Visible = false; //Make the sky from the previous room not visible
  gPlanks.Visible = true; //Make the planks visible
  gFlashlight.Visible = true;
  mouse.Mode = eModeUsermode1; //Change mouse to flashlight
  Game.Camera.Create();
  Game.Camera.AutoTracking = false;
}

function hVolver_AnyClick()
{
  cJoseph.ChangeRoom(11, 189, 293); //Clicking anywhere to go back
}

function room_RepExec()
{
  gFlashlight.SetPosition(mouse.x-640, mouse.y-640); //Positioning the flashlight GUI
  Game.Camera.SetAt(mouse.x, mouse.y); //Making the camera following the mouse
}


What happens is that the planks are always following the camera, and I want it to stay stationary. I've tried using another camera and viewports, set the position as x=0 and y=0, but still, it keeps on moving. What could I do? Thanks a lot!
#2
First of all, I'm sorry for my english, if there's something that doesn't make sense about my explanation, please let me know!

I have a room that's a backyard, that is almost completely dark, and you can see the moon and the night sky, like here: https://imgur.com/1UqHoiq

The character has a flashlight that he can turn on and off, transforming the mouse graphic from normal to this one: https://imgur.com/XwzKJBV and changing the background to this one: https://imgur.com/Uriv3Ls
Also, a Gui which is a black rectangle with a hole in the middle is now visible, with a transparency of 10 to still have some darkness. The thing is that this Gui also affects the sky, something that in real life shouldn't happen, so it looks weird like this https://imgur.com/fIc6JPw.

I tried making an object that's just the sky and adjusting the baseline, but the Guis baseline only interacts with other Guis, and still, there's the problem of the mouse graphic. What I'm trying to do is make it look like this: https://imgur.com/zt6AvzR

Thanks a lot!
#3
Hi! I'm trying to convey a sense of a desolate place, like it was done with a mix of pixel art and low poly images.



What could be improved? I don't know how to feel about that bit of green in the grass below the pillar.
#4
Hello! First I apologise for my bad english. We made an intro for our game, and we run into this problem:


As you can see, the original video is not centered, and a grayscale copy is playing in the background. We originally made it in After Effects and exported as an AVI in 640x480, and then used a converter to make it OGV. Our games is set to 640x480 resolution and 32bit colour. Has anyone run into this trouble? Thanks in advance!
#5
I'm running into trouble making a simple timer. It's an arcade sequence within the game, but it's really short so there's not much code. I want my character to be able to slide in the ground when I click on a button. I made the background move while the player is static so there's no need to move it. My code looks something like this:

Code: ags

// room script file

int SlideTimer = 0;

function room_AfterFadeIn() //Play the music
{
  aArcade.Play(eAudioPriorityHigh, eRepeat);
}

function oSlide_AnyClick() //Clicking on the Slide Button
{
  if (SlideTimer == 0)
  {
    oLooper.Graphic = 20; //Looper is the Character
    oDust.Visible = true; //Little dust effect as he is gliding
      while (SlideTimer < 50) {     
        SlideTimer ++;
      }
  }
}

function room_RepExec()
{
  if(SlideTimer == 50)
  {
    SlideTimer = 0;
    oLooper.Graphic = 16;
    oDust.Visible = false;
  }
}


The thing is that the sliding "animation" only lasts for a frame, even if I put bigger numbers. I think there must be something odd with the "While" function, but I can't understand what. Thanks!
#6
Hi guys! I need help with two things for my game.

The first one may be simple but I can't get it to work. There's a part where my character is stuck on the ceiling and needs to use his tongue to get some stuff from the floor to make a suit. There's some "tense" music that I made, which has 7 instruments (One for each part of the suit) and I want to add an instrument everytime you manage to get an item. Of course, I can't call up the function right away because there's going to be a rythmic gap between all the tracks. This is the code that I have in my room

Code: ags

// room script file

function oWrench_Interact(){
if (cGuard.Loop == 1)
{
  //Draw a "tongue" that sticks out of the character
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  DrawingSurface *backup = surface.CreateCopy();
  surface.DrawingColor = 224;
  surface.DrawLine(165, 54, 263, 153, 2);
  Wait(60);
  surface.DrawSurface(backup);
  backup.Release();
  surface.Release();
  oWrench.Visible = false;
}
else
  {
    //If he sees you, he takes all your stuff
    Display("The guard saw you!");
    oWrench.Visible = true;
    oCloth.Visible = true;
  }
}


function repeatedly_execute_always()
{
  if (!cGuard.Moving)
  {
    if (cGuard.x < 100)
    {
      // if the guard is on the left hand side of the screen,
      // start it moving towards the right
      cGuard.Walk(156, cGuard.y, eNoBlock, eAnywhere);
    }
    else
    {
      // if not, move it towards the left
      cGuard.Walk(15, cGuard.y, eNoBlock, eAnywhere);
    }
  }
}


function oCloth_Interact(){
if (cGuard.Loop == 1)
{
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  DrawingSurface *backup = surface.CreateCopy();
  surface.DrawingColor = 14;
  surface.DrawLine(165, 54, 278, 184, 2);
  Wait(60);
  surface.DrawSurface(backup);
  backup.Release();
  surface.Release();
  oCup.Visible = false;
}
else
  {
    Display("The guard saw you!");
    oWrench.Visible = true;
    oCloth.Visible = true;
  }
}


function room_FirstLoad()
{
  aTense_DrumSynth1.Play(eAudioPriorityHigh, eRepeat);
}


What I thought is that I could start playing all at the same time and then raise the volume everytime you got an item, but if I call this function only the first piece plays

Code: ags

function room_FirstLoad()
{
  aTense_DrumSynth1.Play(eAudioPriorityHigh, eRepeat);
  aTense_Drum2.Play(eAudioPriorityHigh, eRepeat);
  aTense_Violin.Play(eAudioPriorityHigh, eRepeat);
  etc...
}


Is there something missing?

The second one may be more difficult, and it's not that necessary, so if it's too much trouble, I don't mind taking it out. There's an arcade room with three machines and a booth, like this (Not the real image, just a mockup) . I have three tracks with music and noise for each machine, and I want that when you are near a machine y coordinate, the volume of that machine gets higher (The red lines on the image), and as you go inbetween them, the tracks for the two machines mix together.

My english is not that good so if there is something that I didn't explain right tell me and I'll try to clear it up. Thanks a lot!
#7
Hello! First of all, sorry if this has been asked before, I tried searching for this issue but my searching skills are rather dull :P I started making a game back when AGS was around version 3.1 (I think, it was made in November 2013). The game has a resolution of 640x480, with 16-bit colour. When I compiled the game with the old AGS version, it "stretched" out the game with no troubles at all, like this: (Sorry for the camera photo, the print screen button isn't working). Now I upgraded my AGS to 3.3, and the game doesn't "stretch" to the borders like it used to, and instead gives me some big black borders around the game, like this: (Sorry again). The AGS project settings are: 16 bit colour, Direct Draw 5 and 640x480 pixels in resolution. If there's anything else you need to know just ask, and again, sorry if this was asked before! Thank you very much.
#8
Critics' Lounge / Help with shading?
Sun 13/04/2014 03:55:16
So, this have been a problem of mine since... well ever haha, I made a drawing, scanned it, traced it in photoshop, and added color and shading in GraphicsGale. This is the image in question: I want to know how to improve the shading in it, while keeping the black outline and not overcolor it. Thanks!
#9
Critics' Lounge / Posing and portraits
Sat 10/03/2012 00:03:17
Hi! I would like some critics on this poses:

This is the caracter in a standing position:


Bending down to get something:


And stretching (This is the one that I don't really like):


And then this portraits, they should represent being Quiet, Uneasy, Scared, Panic! (Like the portrait of Jennifer Simpson in clock tower):



I would like some critics on how to make the stretching position better, and if the portraits show the emotion that's happening (Sorry for my english :P)
#10
Critics' Lounge / Edward Khill (Trololo guy)
Thu 28/07/2011 04:07:57
Hi guys! So, I was bored today and I thought on doing my favourite internet character :P I think it came out good but it could be better, I'm not really good with body proportions  or shadows. So here it is:

x1

x 5?

I used this photograph as a reference

#11
Hints & Tips / Technobabylon II
Tue 21/12/2010 19:55:39
So, I am in the apartment, I have the
Spoiler
Multitool, telescoped shear, photograph, fishing rod, gauss pistol and the hand.
[close]

I'm stuck now  :P
#12
Hi guys, I'm having trouble connecting my notebook and my PC. My notebook has Windows 7 Starter, and my PC has Windows XP (I don't know wich version). I already have my crossed LAN cable (I really don't know if it's called like that, english isn't my native languaje :P), I have connected the computers, gave them IP numbers and shared some folders, but they don't "see" each other. I've tryed connecting my PC with another one with XP and I don't have this issue :(, so if anyone can tell me what I am doing wrong I'll apreciate that. Thanks in advance! ;D

EDIT: Btw, does one computer have to be connected to internet?
#13
Critics' Lounge / Antialiasing first try
Wed 03/03/2010 00:12:31
Hello! It's been a while since I dissapeared, so I got to draw pixel art again. After watching a lot of tutorials and videos, I finaly tried to do some antialising exercises. So... waht do you think? Paintovers are welcome :)

#14
I need some software/sound library to recreate old adventure game music (Like Indiana Jones FoA) and/or the old PC speaker (That's just for fun ;D)

Thanks in advance.
#15
Hi.
I want to know how can I do something like this (Taken from Loom):
When the mouse was over a hotspot, an "avatar" of that hotspot appeared (Already done). If the mouse leaves the hotspot, the avatar disapears. If the player clics on the hotspot, the avatar stays and you can cast a spell on it.

I need to know how to do the last 2. Thanks  :)
#16
I have this object (A book) over a table (Wich is not an object and it's part of the background) but it's not showing. I've checked my scripts, checked if the book visibility is set to true but nothing. What could be the problem?
#17
I'm doing this Yu-Gi-Oh kind of game, and I was wondering how can I make this:
I created a custom property called AttackPower. I have a monster with 8000 of AttackPower and another with 6000. I also have a bool global variable called IsMonsterAtk set to False. I know I have to put in the rep_exec a function that checks if IsMonsterAtk is True, and if so, check wich card is atacking and wich is defending, do the sustraction and declare a winner. But how do I do that?

BTW, the cards are inventory items, there's an inventory below the playable field.
#18
Critics' Lounge / New pixel art try
Wed 15/04/2009 03:16:53
Hi, this is me, trying to get this pixel art thing. Now I tried with a head with a green helmet:
x1
x2

Any C&C/Paintovers welcome!
#19
Hi! I need some scripting and help here. I'm making this "Capture the flag" estrategy game, but I'm really stuck. This is a sketch of how a map would look (It's not the actual map, just a sketch just to know where are the flags and else):

The yellow squares are the walkable ones (Sand), the blue are the non-walkable (Water), the red circles are the flags position, the brown dots are wood and the gey ones are stone. The first thing I need is this: When you press a direction key, to move the character you are using just one square when they tap it, and then change to the other player. 2: The "troops" (There are four, the captain and the soldiers) can pick up guns, and they have a deterimned reach (Eg, the gun 4 surounding squares, the shotgun 12, etc.) how can I do that?. I think that's all.

BTW, sorry for the long post  :-[
#20
So, this is the thing. I have this piece of code in the on_mouse_click function (With a Lucas-Arts style gui, Label6 is the label on the status line):

Code: ags

function on_mouse_click(MouseButton button) {
   // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else if (button == eMouseMiddle) { 
    // Middle-button-click, default make character walk to clicked area (a little shortcut)
    // Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
    // leave our options open - what if you have a special script triggered
    // on "walking" mode?
    ProcessClick(mouse.x, mouse.y, eModeWalkto); 
  }
    if (button == eMouseLeft && IsInteractionAvailable(mouse.x,mouse.y, eModeLookat) == 0){
    mouse.Mode = eModeWalkto;
    Label6.Text = ("Walk to @OVERHOTSPOT");
  }
    else if (button == eMouseLeft && IsInteractionAvailable(mouse.x,mouse.y, eModeInteract) == 0){
    mouse.Mode = eModeWalkto;
    Label6.Text = ("Walk to @OVERHOTSPOT");
  }
    else if (button == eMouseLeft && IsInteractionAvailable(mouse.x,mouse.y, eModeUseinv) == 0){
    mouse.Mode = eModeWalkto;
     Label6.Text = ("Walk to @OVERHOTSPOT");
  }
    else if (button == eMouseLeft && IsInteractionAvailable(mouse.x,mouse.y, eModePickup) == 0){
    mouse.Mode = eModeWalkto;
     Label6.Text = ("Walk to @OVERHOTSPOT");
  }
    else if (button == eMouseLeft && IsInteractionAvailable(mouse.x,mouse.y, eModeTalkto) == 0){
    mouse.Mode = eModeWalkto;
     Label6.Text = ("Walk to @OVERHOTSPOT");
  }
  else if (button == eMouseLeftInv && mouse.Mode == eModeInteract){
  player.ActiveInventory = inventory[game.inv_activated];
  Label6.Text = String.Format("Use %s with @OVERHOTSPOT@", player.ActiveInventory.Name);
  }
}


Till now, everything was just fine, until I tried to make the character look at one inventory item. What shall I do? I tryed to do it by myself but I couldn't.
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