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Messages - SwanOnARedCouch

#1
I believe I'm not the first one to have issues with animating walking cycles, so I thought I might ask for some advice!
I have a working set of walking animations for my main character and I'd describe them as... acceptable. Allow me to demonstrate:

I am aware of some mistakes, like the head and torso not moving at all. Or the arms being all over the place.
When first making these sprites, I didn't aim for perfectionism, I just wanted something to work with. Still, it took me nearly an entire day to animate all four walkcycles. Now I want to remake them, make them more dynamic and add a few things.
Can anyone share any tips on how to make a good looking walkcycle (with as little effort as possible, because I like to be lazy efficient)? Maybe recommend a good program? I used Paint Tool Sai, which isn't really made for animating. I'm also struggling with having thin, clean lines, but I'm afraid that's more of a skill problem.
#2
I didn't even consider placing the WalkTo points outside of the walkable areas. It was a bit tricky first, but it works out fine.
You can consider my questions answered and my problems solved :-D
Thank you!
#3
But doesn't
Code: ags
      player.FaceLocation(h.WalkToX, h.WalkToY, eBlock);

Make the player face the WalkTo point? Which they are already standing on? Because currently, the character seems to face a rather random direction.
#4
YAY! It worked! Khris' new code did the trick. It also started the interactions on the player character, but since I don't really need them, I removed them and now it works just fine.
Thank you all so much!
One last question: Can a variation of this code be used to make the character face hotspots after walking towards them? In that case all my problems would be solved.
#5
That worked, thanks a lot! Now the character isn't wandering off anymore. But they still interact with themselves when covering an object. I don't necessarily need interactions with the player character, so maybe that can be deactivated? Or is there a way where I can keep it?
#6
Wow, thanks!
The character now moves to the object and faces it, but they interact with themself instead of the object. I suppose its because they are covering up the object? Also sometimes they move over to a hotspot and interacts with it instead. That happens when the mouse moves over a hotspot.
Is there a way to ensure interaction with the object that was clicked on and not the thing the mouse is pointig at after clicking?
#7
I'm having some problems with the code.
First, I got an Error saying that "WalkTo" is not a public member of "Character". I changed "WalkTo" into "Walk To", but I don't know if that solved it, because I got a new Error.
Apparently, the editor expects a normal bracket somewhere in this line:
Code: ags
 if (obj != null)

I couldn't figure out where though, so I couldn't start the game.

Little Addition:
If I put "Walk" instead of "WalkTo" (or "Walk To") in, I get a very weird Error, saying that it's missing a } and the function is still open. However, it says that error occurs on line -10. How is that possible?
#8
Thanks for the fast reply, but I'm uncertain if that's what I was looking for.
I had a look at unhandled_event and ended up pretty confused. (This is my first time using anything more complicated than RPG Maker.) As far as I understood it, this command 'jumps into action' if the player clicks something that I have not (yet) have included a response to. Or am I completley wrong? Could you maybe provide me with an example?
Or maybe I should ask more specifically?:
Let's say, I have a room with three objects in it. For each object I have scripted something for the three basic interactions (look, interact and talk). I did not script something to make the character walk to the object first. Now I could add that for every object and interaction, which would make a total of nine, even though it would be three that repeat themselves. Still it seems kinda tedious, especially in the long run.
Ideally, I would want a piece of code that makes the player walk to any object without me adding anymore scripts. A piece of code that has to be re-used once for every object, wouldn't be as ideal, but still a great time-saver.
#9
Hello everyone!
Very recently, I started making a little point and click adventure. With little to no expirience. But so far, everything worked out pretty good. I have the first room with a bunch of hotspots and the first proper object. That's where I started struggling.
I have read quite a lot of posts in here, where people had problems with making the character walk to objects. I know how to do that, but, and this might be the actual problem, I am very lazy. So I was wondering if there is a more effective way then putting in the walk to command for every single possible interaction.
I tried using the "Any click on object" thing, but this apparently gets executed after the actual interaction. Is there a way of solving this in order to save time? Maybe a code that can be included in the Global Script, that makes the character always walk to any object first?
I also have the same issue with the character facing both objects and hotspots, but I assume the solution is - granted there is one - is similar.

Thanks in advance!
(Please keep in mind, that I have no knowledge about coding, so you might need to explain stuff a bit more.)
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