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Messages - goopscoop

#1
Quote from: Wyz on Thu 26/06/2014 02:14:04
So I've wrote an exporter, or actually a converter to be more precise.
It takes TMX files and turns it into something you can load into your project. Ok so how does this work? Well first you make a map with one of your favourite tile editors and save it as a .tmx-file. This is a pretty wide supported format so I expect most editors can do this; Tiled can for sure.
Then you select that file in the converter and hit 'Convert' (more detailed instructions are in the readme file of the zip). What tis does is create an image file you can import into you project as a sprite. The module as a few functions to handle maps in sprite format: convert it to regular tilemaps so you edit them in game or directly draw it on a surface. That's about it, so check it out!

Quick question. If I make my maps in Tiled and use the converter, will the collisions and layers be converted as well, or just a flat image?
#2
I'm attempting to make a character flicker during a dialog sequence. The idea is that the character is disappearing slowly, flickering in and out of existence.

Anyway, when I attempt to adjust the characters transparency during dialog, nothing happens. The game eBlocks for the desired amount of time due to the "Wait" commands in the script, but the transparency doesn't actually change. Any ideas of why this is happening, or any work arounds? Bear in mind that this is written in the dialog editor, if that makes a difference.

Here are two different scripts I tried.

#1
Code: ags

  int trans = cDude.Transparency;
  while (trans < 40) {
  trans ++;
  cDude.Transparency = trans;
  Wait(1);
  }
  while (trans > 0) {
  trans --;
  cDude.Transparency = trans;
  Wait(1);
  }


#2
Code: ags

  cDude.Transparency = 60;
  Wait(40);
  cDude.Transparency = 20;
  Wait(20);
  cDude.Transparency = 40;
  Wait(20);
  cDude.Transparency = 50;
  Wait(20);
  cDude.Transparency = 80;
  Wait(20);
  cDude.Transparency = 0;
#3
Oh gosh, I found the typo. I feel like an idiot after spending so much time going over the code. About 10 lines up I forgot a parenthesis. I guess I just needed fresh eyes to look it over again.

Anyway, thanks for offering to help. I really appreciate it.:smiley:
#4
This is really strange. I removed the script entirely and the error returned on a different line. :confused: I've already gone through the entire room line by line and can't find an issue. Here's the new message: Error (Line 42): buffer exceeded: you probably have a missing bracket on the previous line.

Here's where the error is appearing now:

Code: ags

function room_LeaveTop()
{
  player.ChangeRoom(3, 35, 194);
}

//objects & hotspots

function hHotspot1_Look()
{
  player.Say("Everything's charred inside."); // < -- error is appearing here now... 
}
#5
I've been pouring over this code for an hour and can't figure out why it's not working. When I attempt to launch the game, the error reads: "Error (line 36): buffer exceeded: You probably have a missing bracket on the previous line."

Here's the code: ()

Code: ags

function room_RepExec()
{
  int i;
  if(IsTimerExpired(1)) {
    i = Random(5);
    if (i == 0) cKeymaster.SayBackground("Psst. I think you dropped something."); // <-- line 36
    else if (i == 1) cKeymaster.SayBackground("Hey you, could ya help me out here?");
    else if (i == 2) cKeymaster.SayBackground("I'm lost, could you give me directions?");
    else if (i == 3) cKeymaster.SayBackground("I'm looking for my cat, Snuggles. Could you help me look?");
    else if (i == 4) cKeymaster.SayBackground("Don't be a jerk.");
    else cKeymaster.SayBackground("You've lost that lovin' feelin'. Let's look for it together.");
    SetTimer(1, 400);
    }
}
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