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 - Feijotikus

#1
I ment the manual, but I used "tutorial" for could make the stupid joke "a tutorial of the tutorial"

By the way, it have worked very well, thanks!
#2
I hope that there is not an obvious answer to that but if there is, I will ask for a tutorial for finding things at the tutorial :D

Well, my character has some different superpowers, and I made a GUI for select them. I use the Game.GetLocationName function to Overlay at the bottom of the screen the name of the objects and hospots where the mouse is, and I would like to Overlay the name of the superpower buttons too. Accordind the manual:

http://www.adventuregamestudio.co.uk/wiki/?title=Game_/_Global_functions#Game.GetLocationName

"If the co-ordinates are on a GUI, a blank string is returned" and nothing is overlayed when the mouse is in the buttons.

At the beggining I searched the coordinates of the buttons manually, but now, for better aesthetics I made that the GUI apears at different places depending of the position of the character, so now, calculate the position of the buttons is quite more harder. It's possible, knowing the actual position of the GUI, the height and the width..., but it's harder so first I prefer to ask if there is any other obvious way that I coudn't see :S
#3
You can animate the background (importing different backgrounds for the same room) and set up the hotspot as usually
#4
Ok, Thanks, I'll try harder next time before to ask :D
#5
You have to select a diferent Walkable Area ID. You are trying to draw at the Walkable Area ID 0 which is reserved to erase walkable areas.


#6
Sorry, I've already seen the ChangeView command, but maybe my english is not enough good and something is missing to me. I understand that ChangeView changes the Normal view. My problem is changing permanently all the views of the character.

But, I think that using the player poiner instead of the cCharacter I solve my problem.

And apologies for starting new threads. I use to check the manual all the time, but it's a little heavy to read it all, and the search texbox is broken, so sometimes is difficult to find exactly whay I search. In this case, I found the ChangeView command but I really thought that it wasn't exactly what I was wanting.

Again, thank you
#7
Hello!

My main character has different physical states during the game, for example he could be punched in a fight and his face would have a black eye, and I want all the views of the character (walk view, blink view, idle view, speech view, etc...) change. My first idea was modifiying the script:

cEgo.NormalView = vBlackEyed;

but unfortunately the NormalView property is read-only.

Now, I'm creating a new character for each state (cEgo_Normal, cEgo_BlackEyed, etc.) and translating all the actions. but it's a lot of work, and I have the feeling that it should have an easy and nice alternative but I can't find it.

Any idea?

Again, thanks!





#8
Quote from: Ghost on Tue 24/07/2012 08:18:14
Paint the background with a "pen" tool instead of a "brush". A brush has soft edges (anti-aliasing) and will vary the colour, a pen will not (non-AA).
Or just use the fill bucket ;)

I had not any soft edge, it was all completly magenta. I still don't know what the problem was but...

Quote from: Khris on Tue 24/07/2012 09:13:29
You're using 32bit PNGs?
AGS does support alpha channels, or "proper transparency".
1. Paint your sprites on a layer so that the background is actually transparent (indicated by the checkerboard pattern).
2. Set your game to 32bit.
3. When you import the sprite, confirm to use its alpha channel.

That way, you can have smooth edges, too.

... but saving with transparent background and using its alpha channel works, so, I can forget about the magenta (which was burning my eyes all the time :D)

Thanks all of you very much, problem solved!
#9
Quote from: Khris on Mon 23/07/2012 22:25:10
Try choosing the top left pixel as transparency setting in the import window (or another corner).
I never use the Palette index 0 option since I don't know or care how to put a specific color into a palette slot, at least not with the 16bit PNGs I'm using.

I started using the top left pixel as transparency setting but I changed it because I had the same problem. I'm using 32bit PNGs and you can put an specific color in a palett slot easily at the color menú (but I think that it would see useless if the transparency works propertly :D )

Quote from: Andail on Mon 23/07/2012 22:28:00
First of all, don't focus so much on the colour - as long as you use one colour in the background of your sprite, it will be rendered transparent when you import it.

* Make sure that the editor picks a pixel that actually has the transparency-colour (you can choose a corner, or from palette index). Don't use the "no transparent" option.
* Make sure the background colour is exactly one colour. You can check this by filling it (the paint bucket) with a completely different colour, like bright green (make sure you turn off anti-aliasing). It should fill perfectly all over your background area, otherwise there are subtle nuances, and these will look weird when imported.

I'm total sure that the background colour is exactly one colour (I painted the background a lot of times precisely in bright green XD). What is anti-aliasing and where can I turn it off?
#10
Hello!!.

I've been making my first adventure game for the last three weeks and so often I've been having the same problem. When I import some sprites which have the background with exactly the magenta color (as exactly than all the other sprites in my game), sometimes the AGS uses the sprite without any transparency (it shows the magenta color when the game is run).

I have deffined the Default Sprite Import Transparency at the File-Preferences menú as Palette Index 0, witch has the magenta color selected. This problem does not happen with every sprite, most of them work well, but suddenly one doesn't and I don't really know what I am doing different than the other sprites.

I have searched in the forum for some similar problems and I didn't find anything so I hope I'm not being repetitive.

Thanks!
SMF spam blocked by CleanTalk