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Messages - Giowe

#1
Quote from: Khris on Thu 17/02/2011 21:58:50
Hi, when I'm working on my PC and I pour a bucket of water into the case like a crazy the PC stops working.
I think the problem is in the bucket of water indeed when I pour water over other electric appliances they stop working, too.

Can anyone help me?

just try to do the same in monkey island. it goes right. that was well designed. this is NOT well programmed and i want for my game the best solution possible. if in your opinion this is not important don't waste your time posting stupid things. tnx.
#2
right. i have the same problem. anyone can solve this?
#3
love it, congratulation. i wanna play a sequel
#4
if you need the camera scumm like movement, add this modul that make the camera scrolling equal to scumm games

code:
//Backgorund sliding:
//-----------------------------------------------------------------------------
//Pseudo const
//
//S_VELOCITY is the camera speed. 0 no movement
//
int S_VELOCITY = 3;
int S_DISTANCE = 160;
//-----------------------------------------------------------------------------
//Global var
int xCameraCenter;
int halfScreenSize;
//State var
int movementVersor = 1; // 1 for right movement -1 for left movement
bool enableMovementRight = false;
bool enableMovementLeft = false;
//-----------------------------------------------------------------------------
//Set the new center:
//Put the character in the center of the screen
function on_event (EventType event, int data)
{
 if (event == eEventEnterRoomBeforeFadein){
   halfScreenSize = System.ScreenWidth/2;
   xCameraCenter = GetViewportX() + 160 -player.x;
   if(xCameraCenter < 0) xCameraCenter = 0;
 }
}
//-----------------------------------------------------------------------------
//Camera motion
function repeatedly_execute_always()
{
 SetViewport(xCameraCenter, 0 );
 //Check the event and set the direction
 if (  player.x > S_DISTANCE + halfScreenSize + GetViewportX() ){
   enableMovementRight = true;
   movementVersor = 1;
 }
 if (player.x < (GetViewportX() + S_DISTANCE) ){
   enableMovementLeft = true;
   movementVersor = -1;
 }
 //If the camera is on the left border or right border disable the movement
 if( Room.Width <= GetViewportX() + halfScreenSize*2 ) enableMovementRight = false;
 if(GetViewportX() == 0) enableMovementLeft = false;
 //Check if the camera and the player are in the same position
 if(xCameraCenter >= player.x - halfScreenSize) enableMovementRight = false;
 if( xCameraCenter <= player.x - halfScreenSize) enableMovementLeft = false;
 //if the movement is enabled
 if( enableMovementRight == true || enableMovementLeft == true ) xCameraCenter += movementVersor*S_VELOCITY;
}
#5
wops, my error. the problem is exacty that you described and i have it with the standard ags game too. but if u run the example game of smooth scrolling + parallax modul it runs perfectly, so i think that in that modul there is something that solve my problem
#6
i'l try.
in the default template that didn't happen
#7
ok, with 3.2 he never stop, but the first problem remain, if u click many times the character stops for a wile.. how can avoid that?
#8
i use ags 3.1. i'l try with 3.2... the error was my fault but if u click many times in different spots he will stop :\
anyway you see that if u click many times the character nearly stop?
#9
//Backgorund sliding: LEFT MOVEMENT IS BUGGED, THERE IS A DELAY ..... TO DO: MAKE THE CHECK FOR THE ROOM WIDTH
//-----------------------------------------------------------------------------
//Pseudo const
int S_VELOCITY = 3;
int S_DISTANCE = 160;
//-----------------------------------------------------------------------------
//Global var
int xCameraCenter;
int halfScreenSize;
//State var
int movementVersor = 1; // 1 for right movement -1 for left movement
bool enableMovementRight = false;
bool enableMovementLeft = false;
//-----------------------------------------------------------------------------
//Set the new center:
//Put the character in the center of the screen
function on_event (EventType event, int data)
{
  if (event == eEventEnterRoomBeforeFadein){
    halfScreenSize = System.ScreenWidth/2;
    xCameraCenter = GetViewportX() + 160 -player.x;
    if(xCameraCenter < 0) xCameraCenter = 0;
  }
}
//-----------------------------------------------------------------------------
function repeatedly_execute_always()
{
  SetViewport(xCameraCenter, 0 );
  //Check the event and set the direction
  if (  player.x > S_DISTANCE + halfScreenSize + GetViewportX() ){
    enableMovementRight = true;
    movementVersor = 1;
  }
  if (player.x < (GetViewportX() + S_DISTANCE) ){
    enableMovementLeft = true;
    movementVersor = -1;
  }
  //if the movement is enabled
  if(enableMovementRight == true || enableMovementLeft == true) xCameraCenter = xCameraCenter + movementVersor*S_VELOCITY;
  if(xCameraCenter >= player.x - halfScreenSize ){
    enableMovementRight = false;
  }
  if(xCameraCenter <= player.x - halfScreenSize ) enableMovementLeft = false;
}

this is the code that my scripter gived to me, still have a little problem, but it works, i'l post the final version tomorrow, but if someone needit...
#10
i found a bug:
if you click rapidly many times the left button of the mouse to say to your character to go in a place, every time you click he stop his movement, and, after a series of clicks he stops definitively and you cant move at all...
#11
ok, it works perfectly as i want. i have one last problem. in monkey style camera the movement was all at the same speed, in your version we have a beautifull fade in and fade out of the camera movement that i don't want. i don't know if i well explain myserf, in other words, this is you camera movement  --> ---- --- -- - - - - - - - - - - -- --- ----
this is the movement that i want --> - - - - - - - - - - - - - - -
#12
perfectly done! u are the best :)
#13
tnx for the help. now i have an other problem:
when i have more then 5 or 6 dialog opions they will disappear, how can i implement the famous 2 monkey island style arrows to scroll the dialog options up and down?
#14
now i simply downloaded the modul and runned the program and it crash... :\
#16
in ags, when I have a room larger than the screen resolution, how do I make the camera follow the player like in Monkey Island when the player gets near the edge of the screen, instead of what happens with the default settings?
#17
sorry i mean, i've set the delay to 0, buy i still have a little delay
#18
yep, the idle is set to 0 but i have a little delay...
#19
it works but how can i reduce the delay between the last frame of my normal view and the starting of idle anim?
#20
i tried to use Character.FollowCharacter but don't work well.. this is not immediate and as rapid as i want. i just need that the character, every time is standing still runs an animation... i don't know where i have to look in idle slots cause i think that the standing animation is the first frame of normal view animation...
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