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Messages - Vault15

#1
Quote from: MrNashington on Sun 23/06/2013 20:22:58
Sounds interesting, need any help?

Hey, thanks for your interest! Well, right now we are revamping the visuals, adding dialogue, NPCs, and a combat system, which is going to take a couple of months. If we were to ever reach out for help (before the Kickstarter), it would be for user interface graphics/icons. So basically any commercial free/home-made graphics, images, post-apocalyptic artwork, logos, comics, bottom bar/inventory art, etc. Honestly, we can make this happen on our own, however, any content submissions are ALWAYS appreciated.

Feel free to send any submissions to:
vaultekstudios@gmail.com

Be sure to include your name, any copyright info, and/or the source of all content used.

We decided to put together a full demo before giving Kickstarter another go (and lower the goal to 3k or so).
#2
Quote from: Khris on Wed 19/06/2013 01:43:56
You'll have to ditch the Keyboard movement module. As soon as you want smooth movement that changes speed without stopping in between, player.Walk() goes out the window.

Tested and should work as-is. (Just put it in a fresh script.)

Wow! Thanks for the incredible amount of help with this. I completely got sidetracked with work, so I just now logged in again. I'll give this code a shot and let you know =).

Edit: You're an absolute genius. I can't believe that everything fully worked the first time EXACTLY as I had wanted. I'm blown away. Even the spacebar function to move backwards worked great! I love how the character decelerates in the chair =]. My only tweaks will be to push away from a wall/border object quicker than when pushing on flat carpet. You did a phenomenal job. Major kudos for this one, Khris.
#3
I'm using the default KeyboardMovement script, and am completely stumped. This is for an arcade-style game that I'm working on as a side project.

The player facing down.

The Goal:
1. The player will use the left/right arrow keys to cycle through views. If facing down, then by pressing left arrow key, he would shift to the Southwest view. If facing Southwest, then by pressing the left arrow key, the character would now be facing Left. The same principle would apply by pressing the right arrow key. If you press the up arrow key, then the player begins walking in the current direction assigned by the left or right arrow keys (whether northeast, left, right, etc.).
2. I don't want the character to automatically move when an arrow is pressed. The only arrow for movement will be the up arrow. Keep in mind that the character is sitting in a chair, so the only way to move backwards would be via the spacebar (to kick).
3. The character shouldn't stop immediately after letting go of the up button. It should be a slow, gradual halt.

To clarify a bit, I want it where the left arrow will always rotate the character clockwise, while the right arrow would always rotate counter-clockwise. You move forward by pressing the up arrow, which moves you straight towards any direction you're facting (even down). I would program in the spacebar to cause the player to kick and propel himself backwards on the chair. Essentially, this makes it more ideal to travel backwards (you move much faster).

The obvious code changes so far:
Code: AGS

//Solves the automatic movement.
KeyboardMovement.SetMode(eKeyboardMovement_Pressing);


Semi-working Globalscript code (tweaked slightly)
Code: AGS

//View 0 is Down, View 6 is Southwest, View 1 is Left
  if(Jerry.Loop == 0 && IsKeyPressed(eKeyLeftArrow))
    Jerry.FaceLocation(player.x - 50,  player.y + 50);
  if(Jerry.Loop == 6 && IsKeyPressed(eKeyLeftArrow))
    Jerry.FaceLocation(player.x - 50,  player.y);
  if(Jerry.Loop == 1 && IsKeyPressed(eKeyRightArrow))
    Jerry.FaceLocation(player.x - 50,  player.y + 50);


Other failed ideas (This time in the KeyboardMovement_102 Script)
Code: AGS

  else if (IsKeyPressed(KeyboardMovement_KeyLeft) && Jerry.Loop == 0) newdirection = eKeyboardMovement_DownLeft; // Moves DownLeft (If Down)
  else if (IsKeyPressed(KeyboardMovement_KeyLeft) && Jerry.Loop == 6) newdirection = eKeyboardMovement_Left; // Moves Left (If DownLeft)
  else if (IsKeyPressed(KeyboardMovement_KeyLeft) && Jerry.Loop == 1) newdirection = eKeyboardMovement_UpLeft; // Moves UpLeft (If Left)
  else if (IsKeyPressed(KeyboardMovement_KeyLeft) && Jerry.Loop == 7) newdirection = eKeyboardMovement_Up; // Moves Up (If UpLeft)
  else if (IsKeyPressed(KeyboardMovement_KeyLeft) && Jerry.Loop == 3) newdirection = eKeyboardMovement_UpRight; // Moves UpRight (If Up)
  
  else if (IsKeyPressed(KeyboardMovement_KeyRight) && Jerry.Loop == 0) newdirection = eKeyboardMovement_DownRight; // Moves DownRight (If Down)
  else if (IsKeyPressed(KeyboardMovement_KeyRight) && Jerry.Loop == 6) newdirection = eKeyboardMovement_Down; // Moves Down (If DownLeft)
  else if (IsKeyPressed(KeyboardMovement_KeyRight) && Jerry.Loop == 1) newdirection = eKeyboardMovement_DownLeft; // Moves Down (If DownLeft)


Any thoughts or simple tricks to achieving this movement scheme? Thanks in advance!
#4
Quote from: Dualnames on Thu 18/11/2010 01:20:56
SURE

Do you still have this module? I'm experimenting with different dialog systems, although I figure this one may be obsolete (but possibly very useful).
#5
We have been tweaking the skeleton of our game for over 6 months now, and have made some significant improvements (including a perfect scrolling view thanks to Khris). The help received by forum members has been nothing short of heartwarming, and we are ready to begin full-out development upon successful funding via Kickstarter.

Kickstarter (Postponed)
http://www.kickstarter.com/projects/36294445/stellvia-rising-wasteland/posts/508305

Trailer
http://www.youtube.com/embed/ENADQfyjnCU

Brief Backstory (see our Kickstarter for elaborate details)

"After the bombs fell, leaving most of the South and Midwest in ruins, many were forced to take refuge in caves. Others relied on the assistance of mobster scum. Those who managed to get far enough away from the fallout often died off with insufficient supplies. The few towns remaining were left to fend for themselves, desperately making deals with militias, and often received the short end of the stick. After all, when the government fell the only law was to not be on the wrong end of a loaded gun."

Other brief & twisted plot details:

"We will have one scene where a group of mobsters challenge their boss on account of him cussing them out and telling them that they are *insert expletive* for not scouting out to see how a dog was left in the middle of the outskirts sliced in half. This is, of course, a foreshadowing of events to come. You can save the dog on the rare event that you catch the unsettling group in the act at the right time (we love animals too). Other related events in Stellvia follow this gruesome scene."

"There is a lot of drive and passion for this project, due to the team's identical fascination with the Post-Apocalyptic RPG genre. The entire reason that we feel our project will stand out (even against major studios with millions in their coffers), is that we refuse to settle for a cliché storyline and linear gameplay."

"Part of the deal the mobs/organized raiders made with towns is that in exchange for food/resources, they would help guard the townsfolk from creatures/other raiders of the night. The other part of the deal was that townsfolk weren't allowed any weapon beyond a regular pistol with non-piercing ammunition. Anything found like this was confiscated and there were gun checks every couple of months. This was so that the mobs could secretly/slowly take over the town (sometimes, unless they are lazy) and take full control and advantage over everyone using guerrilla force if necessary. It slowly becomes a mild form of slavery."


Screenshots:

Tribal Outskirts


Working Inventory System (3 inventories utilized to function)


Fortified Town Entrance


Character Design



It's not all about the graphics. Our ultimate goal is to deliver a twistedly humorous, yet dark and realistic, experience which will have a strong replay value due to your character playing a valuable role everywhere they venture off to. Will a plethora of ideas, we are determined to deliver what everyone wanted as a spiritual, modernized brother of the classic Fallout series. It's not about mocking a masterpiece. It's about us sharing our imagination and putting our passion/obsession with the post-apocalyptic RPG genre to good use. We haven't been happy with Fallout clones, so we would like to present some new innovative ideas of our own through our Kickstarter.

Thanks again to all of the helpful forum members. We couldn't have gotten past some issues without a nudge in the right direction now and then.

#6
Quote from: Khris on Sun 14/04/2013 10:40:01
cEgo.SetAsPlayer(); won't do anything since like I said, my code ignores the player's position.

You can try adding this in room_Load:
Code: ags
  currentx = player.x - Screen.ViewportWidth/2;
  currenty = player.y - Screen.ViewportHeight/2;


I'm wondering why it only moves to 0;0 after you click the mouse though. My code should take control of the viewport's position immediately.

Brilliant, it works. I fixed the typo to "system.ViewportHeight/2" and "system.ViewportWidth/2", thank you.
#7
You could try updating your DirectX files. I've had issues fix from doing this in the past. May not help, but worth a shot.
http://www.microsoft.com/en-us/download/details.aspx?id=35
#8
Quote from: Khris on Sat 13/04/2013 15:46:17
The code ignores the player character's position; not sure though why the viewport would keep moving to 0;0.
It does starts out there though, unless you change the initial values of currentx/currenty.

Is there a way that I can force it to center on cEgo? I've already tried cEgo.SetAsPlayer(); . Basically I'll see the main character, click the mouse, then the screen juts over to the top left corner. I'm able to scroll slowly back over to the starting area and then it's normal from that point on.
#9
Quote from: Khris on Sat 13/04/2013 15:46:17
The code ignores the player character's position; not sure though why the viewport would keep moving to 0;0.
It does starts out there though, unless you change the initial values of currentx/currenty.

I deleted my custom code shown above too, so it should just be normal. I noticed that when I click the inventory button then all of sudden the screen is scrollable as it should be. Trying to figure out what on earth could be conflicting.
#10
Quote from: Khris on Sat 13/04/2013 15:01:21
Did some scrolling without the module:

I keep trying "cEgo.SetAsPlayer();" but my screen moves to the top left corner and when I scroll back I can't move the main character.

The scrolling is extremely smooth though, thank you! I'm trying to figure out what on earth I did that interferes with your code. I like how your code doesn't re-center on the character all the time.

Note: Yes I did turn off the module.
#11
So I was brainstorming how to have the screen scroll left, right, up or down if they position the cursor at the edges of the screen.

Then it hit me. I can have an invisible character that teleports to the player's location when the mouse is at the screen edges. This invisible character would teleport either 400 spaces west, east, north or south of the player respectively. For example, if the mouse is positioned on the very left of the screen, then the invisible character is moved 400 to the left of the player's location and set as the main character (movement disabled). Since I am currently using the Smooth Scrolling & Parallax Mod, this method seems to work nicely.

I haven't seen anyone mention this method for viewing around freely with the mouse, so is this due to problems I can't foresee as of now? Is this idea somehow original or absurd? I appreciate any advice or warnings. I'm mainly looking to improve upon the code that I just came up with.

Edit: My thoughts on possible improvements: The Left, Right, Up, Down movements are rather rigid/stiff (no angled viewing around (e.g., northwest)). Maybe to fix this, the invisible character could quickly run towards the current mouse position and so the screen would move where the mouse goes. I'm not exactly sure how to do it yet.


Here is my currently working portion of code. So far it works perfectly as it should with no errors and very slight stalls.
Ignore quickstart. My current map is 6265x3720. MouseScroll is a blank character used while in scrolling mode (cursor on the edge of the screen).
Code: AGS

if(mouse.x >= 0 && mouse.x <= 30 && quickstart == 0 && scrolling == 0 && player.x > 400)
  {
      Mouse.DisableMode(eModeWalkto);
      MouseScroll.Move(cEgo.x-400, cEgo.y);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.x >= 994 && mouse.x <= 1024 && quickstart == 0 && scrolling == 0 && player.x < 5865)
  {
      Mouse.DisableMode(eModeWalkto);
      MouseScroll.Move(cEgo.x+400, cEgo.y);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.y >= 0 && mouse.y <= 30 && quickstart == 0 && scrolling == 0 && player.y > 400)
  {
      Mouse.DisableMode(eModeWalkto);
      MouseScroll.Move(cEgo.x, cEgo.y-400);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.y <= 768 && mouse.y >= 738 && quickstart == 0 && scrolling == 0 && player.y < 3320)
  {
      Mouse.DisableMode(eModeWalkto);
      MouseScroll.Move(cEgo.x, cEgo.y+400);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.x > 30 && mouse.x < 994 && mouse.y > 30 && mouse.y < 738 && player == MouseScroll)
  {
    cEgo.SetAsPlayer();
    targetCharacter = cEgo;
    scrolling = 0;
    Mouse.EnableMode(eModeWalkto);
    Mouse.Mode = eModeWalkto;
  }



Version 2 (Slightly Improved). I re-enabled walking while scrolling with the mouse so that you can continue walking along (convenient).
Code: AGS

 
  
  //U, D, L, R of Char. View
  //MouseScroll = Invisible Char.
  //targetCharacter is the variable for the Smooth Scrolling & Parallax Module.
  
  if(mouse.x >= 0 && mouse.x <= 30 && quickstart == 0 && scrolling == 0 && player.x > 400)
  {
      
      MouseScroll.Move(cEgo.x-400, cEgo.y);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.x >= 994 && mouse.x <= 1024 && quickstart == 0 && scrolling == 0 && player.x < 5865)
  {
      
      MouseScroll.Move(cEgo.x+400, cEgo.y);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.y >= 0 && mouse.y <= 30 && quickstart == 0 && scrolling == 0 && player.y > 400)
  {
      
      MouseScroll.Move(cEgo.x, cEgo.y-400);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.y >= 738 && mouse.y <= 768 && quickstart == 0 && scrolling == 0 && player.y < 3320)
  {
      
      MouseScroll.Move(cEgo.x, cEgo.y+400);
      MouseScroll.SetAsPlayer();
      targetCharacter = MouseScroll;
      scrolling = 1;
  }
  
  if(mouse.x > 30 && mouse.x < 994 && mouse.y > 30 && mouse.y < 738 && player == MouseScroll)
  {
    cEgo.SetAsPlayer();
    targetCharacter = cEgo;
    scrolling = 0;
  }
  
  if(scrolling == 1 && Mouse.IsButtonDown(eMouseLeft))
  {
    cEgo.Walk(mouse.x + GetViewportX(),  mouse.y + GetViewportY());
    MouseScroll.Walk(mouse.x + GetViewportX(),  mouse.y + GetViewportY());
  }
#12
Quote from: Khris on Fri 05/04/2013 10:36:57
One problem here is that the mouse doesn't move in relation to the room but the screen. When the player character walks somewhere, there's going to be a specific target location for the viewport as well, namely to the left of and above the player, so they're centered again.
Moving the mouse works differently, because when the screen scrolls, the mouse doesn't move back to the center, like a character would.

One way to solve this is to scroll the screen when the mouse is close to one of the edges. Another option is to use the vector from screen center to mouse to determine direction and speed of the scroll. This method would actually have to move the mouse back towards the screen's center. It's going to work like looking around in a shooter.
The third option is to map screen coords to room coords directly.

Alright, these are some interesting suggestions I'll keep in mind for a future project. Now that I see that it will likely not have a clean, smooth scrolling effect (e.g., scrolling around in Starcraft), I'll go ahead and scrap my mouse-scrolling idea. I'm not giving up, I just know that I'll be making a fool of myself even further  ;).

I have some great news though! Apparently the tearing effect with the scrolling module is solved. All I had to do is change it from DirectX9 to DirectDraw mode. It was worrying me since it started to hurt my eyes. Anyway, I really owe Ali for the brilliant module since my game would not be nearly as pleasant to play. Meanwhile I'll be working on the combat system and will try not to ask any stupid questions when I run into snags  :P.

I'd love to see what you think of a Demo in about a year or so. Thanks so much for helping with my inventory issues awhile back. Everything is much more polished now.
#13
Very true. I will likely do this actually :). The previous idea of making a massive sprite background is an amusing concept, but (as mentioned) I would lose too much functionality.

Thanks so much everyone. If you think of any other options, feel free to let me know.
#14
Quote from: Iceboty V7000a on Fri 05/04/2013 03:05:07
I don't know what module it is, but for scrollable rooms you cannot just substitute player.x with mouse.x, as the mouse cursor uses screen coordinates, whereas characters and objects use room coordinates.

So, change player.x to 'mouse.x + GetViewportX()' and player.y to 'mouse.y + GetViewportY()' instead and see whether it makes any difference.



I appreciate the suggestion Iceboty :). I did actually try this, but the problem seems to be that I can only move the screen via the mouse once I walk the character up a bit. It's really awkward, which I imagine is because I need to do something a bit more elaborate. If it's too much to go through, I completely understand. I suppose it may help someone else sometime down the line too. I really need to pay someone to help me get through some of the grit.

Here's the original main section of the module:

Code: AGS

function repeatedly_execute_always() {

  if (targetCharacter == null) targetCharacter = player;
  if (targetCharacter.Room != player.Room) targetCharacter.ChangeRoom (player.Room);

  if (IsGamePaused()==false){
    
    if (System.OperatingSystem != eOSLinux){ // Disable smooth scrolling on Linux OS because of a problem with the Emulator

        if (SmoothScroll_ScrollStatus){



            float goalScrollSpeedX = customScrollSpeedX;
            float goalScrollSpeedY = customScrollSpeedY;
                    
            Count++;
            
            if (Count == 2){

              TargetVelocityX = targetCharacter.x -TargetPosX;
              TargetVelocityY = targetCharacter.y - TargetPosY;
              
              TargetPosX = targetCharacter.x;
              TargetPosY = targetCharacter.y;
              
              Count = 0;
            }
            
            TargetScreenX = targetCharacter.x - GetViewportX();
            TargetScreenY = targetCharacter.y - GetViewportY();

            //Horizontal Scrolling:
            
            if ((TargetScreenX < (EdgeX))||TargetScreenX > (ScreenWidth-EdgeX)) ScrollingAllowedX = true;
            else ScrollingAllowedX = false; // Otherwise, don't allow scrolling.
            
            if (Centring) TargetPointX = targetCharacter.x;
            else if (ScrollingAllowedX && TargetScreenX < (EdgeX) && TargetVelocityX <= 0) TargetPointX = targetCharacter.x; // Scroll towards the player when they are at the edge of the screen
            else if (ScrollingAllowedX && TargetScreenX > (ScreenWidth-EdgeX) && TargetVelocityX >= 0) TargetPointX = targetCharacter.x; 
            else if (ScrollingAllowedX && TargetScreenX < (EdgeX) && TargetVelocityX > 0) TargetPointX = GetViewportX() + HalfScreenWidth - 6;  //Except if they change direction
            else if (ScrollingAllowedX && TargetScreenX > (ScreenWidth-EdgeX) && TargetVelocityX < 0) TargetPointX = GetViewportX() + HalfScreenWidth + 6;
            else if (ScrollSpeedX < 0.0 && TargetVelocityX > 0) TargetPointX = GetViewportX() + HalfScreenWidth - 6;
            else if (ScrollSpeedX > 0.0 && TargetVelocityX < 0) TargetPointX = GetViewportX() + HalfScreenWidth + 6;

            if (TargetPointX < HalfScreenWidth) ScrollOffsetX = IntToFloat(HalfScreenWidth) - ScreenCentreX;
            else if ((Room.Width - TargetPointX)<HalfScreenWidth) ScrollOffsetX = IntToFloat(Room.Width-HalfScreenWidth) - ScreenCentreX;
            else ScrollOffsetX = IntToFloat(TargetPointX) - ScreenCentreX;
            
            if (ScrollOffsetX > -slowDownRangeX && ScrollOffsetX < slowDownRangeX) // If the scrollOffset is within the slowDownRange...
            {
               goalScrollSpeedX = (ScrollOffsetX/slowDownRangeX)*goalScrollSpeedX; // ...then shrink the targetScrollSpeed to slow the scrolling.
            }
            else	if (ScrollOffsetX < 0.0) // If the scrollOffset is negative...
            {
              goalScrollSpeedX = -1.0 * goalScrollSpeedX; // ...make the targetScrollSpeed negative.
            }
            
            ScrollSpeedX += timeStep*(goalScrollSpeedX - ScrollSpeedX); // Increase/decrease the scrollSpeed dependent upon the targetScrollSpeed.
            

            if (Centring == false && ScrollSpeedX < 0.7 && ScrollSpeedX > -0.7) ScrollSpeedX = 0.0;
            
            
            ScreenCentreX += (timeStep*ScrollSpeedX);
            
            //Vertical Scrolling:
            
            if ((TargetScreenY - GetTargetHeight() < (EdgeY)) || (TargetScreenY > (ScreenHeight-EdgeY))) ScrollingAllowedY = true; // If the player is within the top or bottom 30% of the screen, allow scrolling.
            else ScrollingAllowedY = false;
            
            if (Centring) TargetPointY = GetTargetMiddleY();
            else if (ScrollingAllowedY && TargetScreenY - GetTargetHeight() < (EdgeY) && TargetVelocityY <= 0) TargetPointY = GetTargetMiddleY(); // Scroll towards the player when they are at the edge of the screen
            else if (ScrollingAllowedY && TargetScreenY > (ScreenHeight-EdgeY) && TargetVelocityY >= 0) TargetPointY = GetTargetMiddleY(); 
            else if (ScrollingAllowedY && TargetScreenY - GetTargetHeight() < (EdgeY) && TargetVelocityY > 0) TargetPointY = GetViewportY() + HalfScreenHeight - 6;  //Except if they change direction
            else if (ScrollingAllowedY && TargetScreenY > (ScreenHeight-EdgeY) && TargetVelocityY < 0) TargetPointY = GetViewportY() + HalfScreenHeight + 6;
            else if (ScrollSpeedY < 0.0 && TargetVelocityY > 0) TargetPointY = GetViewportY() + HalfScreenHeight - 6;
            else if (ScrollSpeedY > 0.0 && TargetVelocityY < 0) TargetPointY = GetViewportY() + HalfScreenHeight + 6;


            if (TargetPointY < HalfScreenHeight) ScrollOffsetY = IntToFloat(HalfScreenHeight) - ScreenCentreY;
            else if (Room.Height - TargetPointY<HalfScreenHeight) ScrollOffsetY = IntToFloat(Room.Height-HalfScreenHeight) - ScreenCentreY;
            else ScrollOffsetY = IntToFloat(TargetPointY) - ScreenCentreY;

            if (ScrollOffsetY > -slowDownRangeY && ScrollOffsetY < slowDownRangeY) // If the scrollOffset is within the slowDownRange...
            {
               goalScrollSpeedY = (ScrollOffsetY/slowDownRangeY)*goalScrollSpeedY; // ...then shrink the targetScrollSpeed to slow the scrolling.
            }
            else	if (ScrollOffsetY < 0.0) // If the scrollOffset is negative...
            {
              goalScrollSpeedY = -1.0 * goalScrollSpeedY; // ...make the targetScrollSpeed negative.
            }
            
            ScrollSpeedY += timeStep * (goalScrollSpeedY - ScrollSpeedY); // Increase/decrease the scrollSpeed dependent upon the targetScrollSpeed.
                        
            if (Centring == false && ScrollSpeedY < 0.7 && ScrollSpeedY > -0.7) ScrollSpeedY = 0.0; // Comment Out this line for very slow scroll speeds (doesn't look very good).
            
            ScreenCentreY += (timeStep * ScrollSpeedY); // Increase/decrease the screenCentre by a fraction of the scrollSpeed.
                        
            //Do Scrolling:
            
            SetViewport(FloatToInt(ScreenCentreX, eRoundDown) - HalfScreenWidth, FloatToInt(ScreenCentreY, eRoundDown) - HalfScreenHeight); // Set the Viewport position relative to ScreenCentreX and Y.  

        }
    }
        
    else {
      ScreenCentreX = IntToFloat(targetCharacter.x);
      ScreenCentreY = IntToFloat(GetTargetMiddleY());
      ScrollSpeedX = 0.0;
      ScrollSpeedY = 0.0;
      ScrollOffsetX = 0.0;
      ScrollOffsetY = 0.0;
    }

    if (SmoothScroll_PxStatus){
    
    PositionObj();
    
    }	
      
  }

}
#15
I'm using this module:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=33142.0

Note: I'm still deciding whether I want the mouse to control map scrolling or the player's location (I'd like to try both).

I've been trying to change "player.x" to "mouse.x" where obvious, but the screen is still confined to the character rather than freely scrolling around. Also when the mouse is at the right, the screen will go left.

I enjoy learning from the best, so thank you.
#16
Quote from: Snarky on Thu 04/04/2013 00:36:39
AGS doesn't have a built-in capability to zoom, but it does have a way to scale sprites. So if you draw all the graphics onto a sprite and scale it down, you can get the effect you look for. It's probably not very efficient, though, so the effect might not be very smooth. And rendering everything to a sprite means you lose a lot of the built-in AGS functionality (walkbehinds, for instance).


I figured as much, but thank you. I suppose it's not quite the right engine for that, heh :). I'll just rescale the map to be smaller, (zoomed out background) as well as my characters then. Not a biggie.
#17
Right now I'm working with a very large map (6265x3720, utilizing the scrolling module).

My question is if it's even possible to zoom-in/out without disrupting gameplay. I only want the ability to zoom out slightly, so that the player can view more of the landscape/town/etc.

Will this be of any help for my situation?
http://www.adventuregamestudio.co.uk/forums/index.php?topic=23664


Note: I realize that I could just make the map a lower resolution, thus "zooming out" permanently, but it would not be as HD as zooming out from an ultra-high resolution (preferably with the mouse-wheel if possible).

Thanks for your continued help! It means a lot.


[imgzoom]http://i.imgur.com/y6OMMJW.jpg[/imgzoom]
#18
I recently tested out an Android port of AGS that worked very well (minor lag on my dual core phone & video stuttering). As for Apple devices, I'd check out this forum post if you haven't already. It's pretty straightforward if you have experience in jailbreaking. Android devices are so much easier to permanently Jailbreak in my experience.

http://www.adventuregamestudio.co.uk/forums/index.php?topic=46040.0

Edit: I realize I didn't fully answer your question. It would be incredibly helpful if official AGS Engine ports were released for Itunes as well as the Android Marketplace so that you could just import the game through Itunes without need of any jailbreak. I'm sure that alternatively you could package your game with the port on the marketplace if you acquire legal rights.
#19
I've looked for solutions in the entire forum, but I can't seem to get any to work. My project will be fullscreen when my monitor is set to a lower resolution, but when I set it to 1080p then it puts the game in windowed mode.

Is there a module or code I can implement to force the game to fullscreen (non-stretched, just cropped with black)?

EDIT: I finally came across this post that made me realize what was going on:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=35288.msg494992#msg494992

I simply changed "while running without debugger" to "Always fullscreen". You can also set it to what you have as the .cfg after compiling. Another way I found out that it wasn't anything I had to change within the game was that after running the compiled .exe it would always run in fullscreen =].



#20
Quote from: Khris on Thu 01/11/2012 00:13:11
To display text, all you need is a label, and those wrap text. And of course you can display lots of labels simultaneously.

A textbox is meant to allow the player to enter text and since those don't wrap text, monkey's module basically replicates a textarea like the one I'm typing this post in right now. But again, all you want is show text.

You keep making this much more convoluted than necessary for yourself because you don't know enough to go down the right path but just enough to get lost going down the wrong one.
Don't you think the time it took to write your post and search for modules could've been spent better reading the manual throughly, getting a decent grip of what's possible with native methods and what isn't, especially when seeing that this keeps happening to you...?

No offense.

No, no I agree I'll look more into the manual and stop posting for awhile. I just have a lot of other things going on besides the project and got myself confused looking through the modules. I wasn't sure if they would benefit me to make my life easier, but hey if it's as easy as that then there you go. Next time I'll make sure and not assume that it's more complicated. The reason why I thought that though was from the posts I had come across recommending using listboxes. I don't know, but I'll try not to ask anymore stupid questions, as well as research into it more with the manual. Sorry about that, Khris. Last thing I wanna do is waste anyone's time, I assure you.
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