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Messages - MCF

#1
Critics' Lounge / Re:A villager
Sun 21/12/2003 21:55:32
One of the most common omissions in character drawing is a lap (I'm very guilty of it).  Think about it - no one's legs attach directly to there torso.  There is a triangle shape there.  If you could put some suggestion of that in too, that would probably look cool.

Also, his back leg is much longer than his front.  The height should be reversed to force perspective a bit, making the longer than the back.

#2
I've updated the heaven-dream image with some characters.  

I want to maintain a definite look throughout - so inconsistency noted would be appreciated.

Also, any comments on the initial screen shot of the nun... having trouble smoothing the image without making her sink into the background light.  Thoughts?

Old Habits Images
#3
Hey Gfxx - Fellow newbie here.  Trust me, you'll learn quickly.

You're right.  It is easier just to make a hotspot to activate the responses you want.

Create a room as you would any other.
Select the option to make the character invisible in the room.

There are two ways to make your buttons.

Make two objects.  Set the object interaction (using the script function in the option of commands) for one button to be the NewRoom() command.  That will load the first room of the game.  For the other button, write RestoreGameDialogue () which will summon the restore game screen.

The other option is to have images as part of your room background and set hotspots over them which summon the same commands in the script.


Here is a sample of the code from my intro screen which is pertinent for what you're doing.


function object1_a() {
 // script for object1: Any click on object
QuitGame(1);  
}


function object3_a() {
 // script for object3: Any click on object

SetGameOption (OPT_CROSSFADEMUSIC, 0);
StopMusic ();
SetGameOption (OPT_CROSSFADEMUSIC, 4);
NewRoom (5);

 
}

function object2_a() {
 // script for object2: Any click on object

RestoreGameDialog ();  
}
#5
I've not done any work with the global script, just room specific -- so this may take me some time.

How would the above explanation work with the multiple dialogue option situation, since what you wrote would be a non-interactive back and forth.

#6
I'm probably getting ahead of myself with what I want and what I can do.... but...

I'm doing the LucasArt style dialogue.  List of options, character picks, etc.

I'd like to change my characters' views throughout the dialogue in response to different options.  Is it possible?  

How can I have some action cues by a dialogue pick?  Do I need to set a variable equal to some value, and then check in the room code if said value has been acheived?

Ideas on best methods are appreciated.
#7
That's the problem.  I want to override to global.  I was wondering if anyone knew of the code to do this.
#8
When your playable character interacts with another character, do you have to have the global interaction responses -- those set in the character menu.  What if I want different interactions for different times in the game... when another character appears in a different room, say?

What is the code to dictate room-specific character responses?

#9
I just bagged the code and re-wrote it.  Now everything is fine.
#10
What would be the necessary line to check for x,y coordinates?

If (character[CHARID] ****=1 {
    Display ("BLAH");
}
#11
I see from the help files that there is a 'isobjectmoving' command.  Is there any equivalent for characters.

I have a room in which the playable character rings a bell.  A second character enters.  I want that second character to say something when he reaches his destination.  How do I time this?  
#12
I'm not sure I fully understand the setgamespeed() command.  Isn't the default 40 -- that is, if I wrote wait(40); the game would pause for 1 second?

I tried just setting the timer as 120, hoping for a 3 second delay before the time expires and the game goes to the next room.   It didn't work.

I then tried setting the time as 3, thinking that is a mere fraction of a second.  It also didn't work.

Something tells me the timer isn't being set correctly, or is being reset.  

#13
That didn't work.  It just keeps running the animation and never changes room.
#14
After 5 seconds, the room should switch from 5 to 6.  What is wrong with my timer?

// room script file

function room_a() {
 // script for room: Player enters screen (before fadein)

GUIOn (0);
GUIOn (1);  

SetObjectView (0, 7);
AnimateObject (0, 0, 15, 1);
SetTimer (1, 5*GetGameSpeed());

}

function room_b() {
 // script for room: Repeatedly execute

if (IsTimerExpired (1) ==1) {
   NewRoom(6);
}

}
#15
Here are three shots from my first game attempt.  The first is part of the opening screen, second is part of the opening cutscene, and final is a long scrolling screen (without objects) for the first playable room -- where you meet God, the television.  The game is going to be a send-up of catholic schools (without the obvious low-brow jokes).  Any comments and suggestions on art are welcomed.  

Obviously I'm Matt Groening in style.

Old Habits Images
#16
Create a series of image files for each from of animation using any program like paint or paintshop pro, photoshop, etc.  Make sure the sixe of that image is roughly what you'll want in each room (although you can scale -- ask about that later).

After you make those images, import them in the sprite manager.  You'd have the easiest time importing them over the Roger images... that way you'll have the character replaced.  
#17
Problem is I want all the music, aside from this one time, to crossfade.  Looks like it may not be possible.
#18
That is what I have and it doesn't work.  The music is still fading out when the new room loads.  


Is there a wait function I need to put in?
#19
I have an MP3 playing in one room.  If the player interacts with object x, they are sent to another room.  I have music in the new room.  Currently, the music crossfades.  Can you specify the song to cut out instantly in this one occurance?

#20
I am trying to make buttons that, when the mouse is positioned over them, they change image.  I have two sets of images for each button.  I have set hotspots over the areas and specified that when the mouse goes over the area, the graphic changes.  How can I make it so, when the mouse moves OFF the hotspot, the original image returns?

I am assuming I will need and if...else statement.  


___________________________


Answered my own question.  
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