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Messages - one2fwee

#1
Hmm I was talking about the z variable though - it seems that it not scaled.

As is said above, the baseline does not appear to do what I need. It seems more about layering?

But yes I guess I would have to continually fix this. Sounds like it could get complicated but I will have to see... hmm
#2
Ah thanks, that works.

Slight problem though - it doesn't seem to be affected by scaling. If it is set for the normal sized character, then in a scaled area, the value doesn't seem to be scaled with the character itself. (This means if i set it for the scaled character then it means the normal sized character will still float etc. )
#3
Ah okay thanks, I'll look into it later :)
Can I set a baseline for the individual up / down / left/right loops?  Or would I have to check when the character is changing loop / frame and then change the baseline.

Sorry, I am just very new to ags and I've never done any kind of game development before :$

Thanks for your help :)

Edit:
It doesn't appear to do anything? :o
Code: ags

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
  cEgo.Baseline=153;
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


I set it to 0 and nothing appeared to change, and set it to 200 and nothing either. It's in globalscript.asc

Hmm very strange
#4
Hmm sorry I cannot see it?



Or is there someway to add it otherwise?
I just looked in help and there seems to be something about scripting it in, so I guess you would add that to the properties? Unlike backgrounds though, it seems there is no easy way to see the pixel values for a character? Will I just have to check in a pain program before hand or is there a way to get a "background style" pixel info in ags for characters?

Thanks, I didn't realise there were other functions not listed in the main box. I also assumed the help was exactly the same as in the normal tutorials :$

Hmm, I've done this, but it doesn't seem to do anything?



What am I doing wrong?

Also, can you have different baselines for different views / frames?

Thanks
#5
Is it possible to set a "baseline" for either a character or preferrably that character's individual views to stop things like this occuring?



Because the tail part is below the bottom of the main body of the character, the character appears to float when he gets to the top of the walkable area. Is there any way I can tell the game something to fix this?

Also, how does ags determine the bottom of a character - is it through the bottom of the image, including transparent sections? Or is it from the first row of visible pixels? I ask this, because my said character's "walk up" animation has his adomen moving up a bit in each frame, away from the bottom, in order to simulate a kind of "squashing his body together to move, wriggling" motion.

If there is no way to set this then i guess i'm just going to have to manually work out where to put the walkable areas up until?

Thanks for your time
#7
Oh okay, thanks. So direct3d isn't just for 3d then?

Will direct draw make use of your 3d card or not?

Anyway, I'll try it, thanks :)
#8
For some reason smooth sprite scaling doesn't seem to work even though i have turned it on in the game setup. It's making the character i created look really awful at any scale less than 100 (even 99 or so).

I read somewhere that it might be to do with my character being 32 bit and using alpha transparency.

Is there any fix for this? Or a work around?

Thanks
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