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 - SpudMuncher

#1
Hi,

AGS automatically walks to a hotspot when it is interacted with.
This behavior is not present with objects or characters.
The problem is that I don't always want the player to walk to the hotspot,
but I can't figure out a way to bypass the default behavior.
Unfortunately player.StopMoving () has no effect as the the automatic behavior
blocks the script.   >:(

I've almost finished making a fully updated, improved, version of Stryker's discworld
interface template. I really like the feature of discworld 2, where by double clicking
on an exit, the walking animation is skipped, and the player goes immediately to that
room. I wanted to add this feature to my project. When I double-click an exit, it
blocks the script and walks to the hotspot before going through it, all because of this
default behavior.

Any help in bypassing this, or perhaps another way I could tackle the problem would
be greatly appreciated.
Thank you.  8)
#2
I just made a whole range of animations for my main character, and
to get the nicest looking results I changed the delay time of individual
frames at certain occasions.
The bad thing is, when I go Quick Import Gif in AGS and then assign
those sprites to a view, all the timing data is lost, so the animations
just don't have the same quality anymore.
Being forced to have several duplicate frames just to get a 'delay'
effect seems a bit silly (and annoying since you have to have SOOO
many frames to get decent control / accuracy), when GIF files support a delay anyway.
Surely there must be a reasonable solution.

How is it recommended I deal with this issue?
SMF spam blocked by CleanTalk