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

Messages - Tozy

#1
Well... it's a long way ahead, but I think I'm figuring this out.
I'm using LeKhris's code now (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31253.0 if he reads this, thank you very much! You'll be in the credits xD). Gladly, I got the think half chewed, I just need to work it out a little more and it will be working as I suppose it did in his game. Then I have to change everything and improve it to make it look like I wanted in the first place (adaptate for dialogs, add the state machines, etc.).

I have a little problem now. I need to make some variables global and the Global Variables don't have an option for these types:
Hotspot* hs;
Object* obj;

Using import in the heder doesn't seem to work either.
The error is "Undefined token 'hs'" in a module called GotThere (I don't remember where did I get it). Maybe this has to do whit the module being above the global script (?)

And tell me if I should create a new thread or if it is ok to continue posting here.
#2
I downloaded many dialog modules, but none of them seem to do what I want... now I'm thinking about it from another point of view.

I could use a context-sensitive verb coin, where the verbs change according to the hotspot and the statete of the hotspot (like in the game Return to Zork, wich I discovered searching this forums). But I don't know how should I do this, or if it hasn't already been done.

The State machine module should be useful either way. I still haven't tried it, though.

Edit: It doesn't even need to be a verb coin as long as the verbs change.
#3
Hello everyone! I don't come here very often, but now and then I decide to use AGS for a game and all your posts here in this foum are alweys very usefull, thanks!

However, this time I have a very specific question.

I want to change the dialog system, and I don't know what parts of the engine can I make good use of.

The idea is that instead of waiting for an scripted dialog to pause and then choosing from a set of options, the player could choose from some options at any time. All dialogs should be of the "background" kind. I mean, you can start speaking at any time, even if the interlocutor is still saying something. And options should appear and disappear at certain times, based on the changing topic of the dialog.
Also, the character should be able to walk away in the middle of a conversation without saying good bye (that's why I say that speech should be always "background").

Well... I think I could use the very dialog system or maybe something else. I guess I'll create my own GUI for this. I've downloaded the State Machine "module". I could use that, but it will probably get too big in just a few minutes of conversation.

Excuse my Engrish (feel free to point me out my mistakes). I can try to explain it better if it's not clear enough.

Also, let me tell you that I have some programming skills. If necessary, I can code a solution without AGS tools...
#4
Cool! I't works great!  ;)

Thank you very much to all of you!  :D

You'r awesome. I hope I can show you the game in a few days  :=
#5
Are you sure? Is the viewport needed to calculate collisions?

Quote from: AGS Helpint Character.x;

Gets/sets the character's current X co-ordinate. This is expressed in normal room co-ordinates, and specifies the centre-bottom of the character's sprite.

I'll try that anyway...


EDIT:
replacing "character[6].x" with "GetViewportX()-character[6].x" didnt...

Cheking while editing:
...your right, hotspots and walkable areas are screen relative. Thats why my code detected hotspots thata where actually beyond. It didn't work becouse it should be the other way oround, I think.
Now everything makes sense! I hope it works when I try it.  ;D
#6
That didn't work  :(

Also, I suspect that the hotspot mask changes its place every frame (hence the "shaking" when standing in a platform).


EDIT:
Fixed the "shaking". Where it said:

while ((!p2_jumping) && (GetWalkableAreaAt(character[6].x,character[6].y+1)==2)) character[6].y++; //alters the y positioning in a slope downhill
  while ((!p2_jumping) && (GetWalkableAreaAt(character[6].x,character[6].y)==1)) character[6].y--; //same as above except alteration for going uphill

Remplaced the "+1" with a "+2", since the mas its acutally around twice the proportion of the BG (and the charcter position on screen). I'm shure that it was a float conversion error, in some way....  :P
#7
Well, at first the masks and the BG were the same proportions. But ingame that didn't work. Letting my characters fall, they would collide with the plataforms earlier than they should, like floating...
(i have several rooms in my game, all to make tests. One is small, the original from The Ninja Incident, and it works fine)

I'm using AGS 3.2.0. The first thing I did was updating the proyect version.

And the dimensions are 3000x1700, since space is an important part of the game (you can make grat jumps!).
Right now, the BG almost match, and it's 1624x874 (pasted over a 3000x1700 image).
#8
Quote from: Khris on Sat 27/11/2010 21:14:50
I imagine the background image and the hotspot mask are supposed to have exactly the same dimensions.

Yes, I filled the empty space in the background image to be able to import it into the game, but i'm not shure yet about the proportion between hotspots and backgroun. It's not 1/2.  :-\
#9
Now I almost solved the problem.

I import the hotspots from an image, then the background. But if the background is smaller then they would match (or almost). However, it all shakes like a hearthquake (from 0 to 10 pixels or so up and down, very quickly). I started with the "engine" from the game Plataformerius: The ninja incident.

If I reach any solution I'll let you know.
#10
Hello, people. I'm new arround here.
I'll make an effort and writte in english, althoug is not my native lenguaje.


I'm making a pltform game based on hotspots for the platforms. But when I tried to test the first room, my charcters didn't collide with the platforms. I tried a lot od things =(
Som hotspost in the top left corner work, but 1000 pixels beyond they fail and my poor characters fall to their doom.

I can post my code or the source if needed.
This is a game for a compo, and the deadline is in 3 days, so i'm a bit worried =S

Thank you in advance.
SMF spam blocked by CleanTalk