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Messages - ma2003

#1
Do you mean, as in:

Enabling and disabling walkable areas each time you press C in order to make the player stop as he approaches a wall?

If so, yeah I tried that, and yeah it worked. The problem was is that it would also stop oncoming left and right crawling modes too, especially when Trying to implement enabling and disabling walkable areas on both left and right crawl modes got kind of tricky, although its tricky-ness is just really me and my experience with scripting practices, I could assume.



Anyway, what I had originally done was use these walkable areas:

Walkable area 1 is my main walk-around area.

Walkable area  2 is my area that I disable each time he enters crawl mode, and enable again once he is not in crouch mode. This allows me to stop the player once he reaches a wall, in crawl mode. However, this also stops me from crawling left and right.

Walkable area 3 is always enabled, to use as bridge to get to Walkable area 4.

Walkable area 4 is turned on each time I enter crawl. This allows me to crawl through the tunnel. It remains disabled once the game starts.

Anyway, when walkable 2 is disabled while I'm in crawl mode, it stops me from crawling into a wall which is what I want. However, it also stops me from moving left and right also, at places that you would assume you could move.
Code: ags

//THIS CODE IS FOR UP CRAWL MODE
if ((keycode == 'C')
if (cBob.View == STANDING-MODE) {        
    if (cBob.Loop == FACEUP)  {
        RemoveWalkableArea(2);
        RestoreWalkableArea(4);
        cBob.ChangeView(CRAWL-MODE);
      }
      }
else if (cBob.View == CRAWL-MODE) {
    if (cBob.Loop == FACEUP)  {
      RestoreWalkableArea(2);
      RemoveWalkableArea(4);
      cBob.ChangeView(STANDING-MODE); 
}
}


The part for the down crawl mode would pretty much be exactly the same.

Code: ags

//=============RIGHT ARROW KEY CRAWL===========================

if ((keycode == 'C')
  if (cBob.View == STANDING-MODE) {        
    if (cBob.Loop == FACERIGHT)  {
        RestoreWalkableArea(2);
        RestoreWalkableArea(4);
        cBob.ChangeView(CRAWL-MODE);
      }
      }
  else if (cBob.View == CRAWL-MODE) {
    if (cBob.Loop == FACERIGHT)  {
        RestoreWalkableArea(4);
        cBob.ChangeView(STANDING-MODE); 
}
}


But for this last one, on both right and left crawl modes, I place RestoreWalkableArea(2); so I can allow my character to move LEFT AND RIGHT while near the wall, both when I press C, or move left while in crawl mode.

However, it doesn't work. It might be a little confusing. Someone might be able to point out my faults. Theres most likely something I missed typing out.

Thanks.
#2
Okay, the problem I'm having is:

Since my character has a crawling mode, the up view crawl looks like this:



Now, the reason why I need to change the centre pivot-position to a higher centre pivot position, is so my crawl-mode doesn't crawl over objects, a wall, or in this case (the above picture), the side of the tunnel. The reason why my character would constantly crawl over a wall or object, is because the centre pivot is set at the feet, not near the head. (this would apply to the up-direction-crawl-mode)

If I changed the centre pivot to a higher position, like the neck, then my crawl-mode character would stop at any type of wall once it reaches the neck because of where the walkable area stops allowing you to crawl.

Now, by using player.z....it technically solves my problem, but comes with an unwanted side effect. The sprite has to relocate itself into a lower position for the centre pivot to land itself where I would want it to go.

What makes it worse is that I have placed the player.z code along with the on_key_press command to tells my character to crouch. So in other words, the position of my sprites keep alternating from player.z = -15 to 0, each time I toggle the crouch mode.

view 3 = stand mode
view 8 = crawl mode

Code: ags

// This code is for UP CRAWL MODE
//==========This is allows character to go from standing mode to crawl mode===
if ((keycode == eKeycode_C) && (Region.GetAtRoomXY(cBob.x, cBob.y) == region[0]))
  if (cBob.View == 3) {        
    if (cBob.Loop == 3)  {             
        cBob.z=-15;
        cBob.TurnBeforeWalking = 0;
        RemoveWalkableArea(2);
        RestoreWalkableArea(4);
        SetWalkBehindBase(1, 200);
        cBob.ChangeView(8);
      }
      }
//==========This is allows character to go from crawl mode to standing mode===
  else if (cBob.View == 8) {
    if (cBob.Loop == 3)  { 
      cBob.z=0;
      RestoreWalkableArea(2);
      RemoveWalkableArea(4);
      SetWalkBehindBase(1, 148);
      cBob.ChangeView(3); 
}
}



Now I understand that just maybe AGS ain't built to do this sort of thing, unless theres something else that can be done, or maybe I'm missing something?

Thanks alot guys for replying.
#3
Heres the question: Is it possible to move the feet-position hotspot (don't know what to call it) of the character, and move it towards the centre of the character sprite?

I've searched some info in other threads, and speak of using either player.baseline or player.z...

Baseline tends to not work at all(and I'm guessing its because its only used for walkbehinds, objects and characters).
While player.z does technically change the feet-position hotspot, it has to move the entire sprite in order to do it, I don't actually want my sprite to move at all, only the feet-position hotspot.

If anyone has any clues or any other ideas and approaches without moving the character sprite with the player.z, then I would appreciate it if you gave me some ideas.

Thanks alot.
#4
Wow, it works. Thanks.

I was about to post a message about why it wasn't working when I applied the code. I waited a bit, try to configure things a bit, and then it worked.

Thanks alot mate, I appreciate it.
#5
Hi Again.

I'm trying to work out if its possible to use a region to disable a keycode....or if its even possible to disable a keycode at all.

In the game I'm working on, my character has the ability to enter crawl mode by toggling the C key.



Now as you can see...the movement and crawling animation, walk behinds and key pressing is working splendidly.



However, of course, while being under the "little tunnel", I could easily STILL press the C key, and stand back up.

This is obviously a problem, I don't want my character to toggle back to standing position WHILE under the tunnel. If he stands while under the tunnel, the walk-behinds set for this "little tunnel" will disable, and the character will unfortunately appear like in the bottom picture:



My thoughts to this problem could be the use of Regions. Where, if my character were to be crawling on a region, the C Keycode would be disabled. If this command exists, then it would make things more easier. With regions, it would be helpful when my character would encounter a wall.

So, is this actually possible? Can this be done? Is my solution wrong, or is there a better way?

Thanks. I'll appreciate any comments and help.
#6
The Rumpus Room / Re: AGS Questionaire!
Thu 19/06/2008 18:51:16
Name:

Forum Name = Ma2003
Real Name = Winston Iti

Age: 19

Female/male: Male

1. How long have you been involved in the AGS community?

I have been involved with the community for a mere month and a half.

2. Why did you get involved in AGS?

I've been trying to design games for almost for a while now. With a bit of graphics background, I started with Macromedia Flash, then moved on to Unreal Modding, then Half-life Modding, and then stop for a little while with game designing. I did not complete any mods with any of the game engines. Then about two months ago, I found 7 days a skeptic. I didn't play it, but it made me interested on how it was made and produced. So I found the AGS website. I found this site very useful.

3. How do you feel that the fact that AGS is a freeware programme affect the community that has built up around it?

Freeware helps a lot of people like myself, who can't afford complicated software to create a game all by myself. Also, Freeware gives a sense of honor to me knowing that AGS was released via freeware for a reason. 

4. How big a part does the AGS community play in your life?

I've only been a part of the AGS community for a little bit more than a month. But my

5. Have you been involved in making any games using AGS? You may list them if you want:

Yes, I'm working on a Adventure/Stealth/RPG game where a boy named Bobby must purchase some milk for his mother. It turns out, the shops and stores are closed because of a large earthquake, also other shops in different towns are also closed. Bobby will venture into different towns trying to find atleast one store, while dodging and sneaking past bullies, strangers and aliens(?). Bobby's quest will involve him trying to find a milk bottle while at the same time, solve the mystery of the earthquake.

6. Answer these questions if you have been involved in making AGS games:

a. Were you interested in game design/programming before you started using AGS?

Yes, I was interested. Mainly the design part, programming has never been my cup of tea.

c. Do you make games using other programmes, either freeware or not? How does the eperience differ?

The experience differs alot. One, its easier to use. Two, graphics are mostly 2D, so someone with a illustration background or 2D animation background will find things a bit easier than say, creating character models for Half-life 2.

d. Has AGS inspired you to try and take up game design professionally?

No. I have other things for the future. Maybe in the future, when I'm rich, and able to hire coders, modellers and etc.

7. Do you feel that there is a gender divide in the AGS community?

Umm, no. I wouldn't like to think so. It is true that males play video games more than females, but that doesn't mean gaming is a male community only. I don't think that applies to this community either, especially when Adventure Games and AGS can appeal to anyone, whether male or female.

8. Are you likely to feel differently about a game if you discover it's made by a female? In what way?

No way. Although I'd probably say, "Awesome, the males aren't the only ones making games." Maybe I think that the game might have a sense of dignity or grace.

9. Do you feel that AGS makes it easier for females to get involved in computer game design? In what way?

Yes. It'll make ANYONE want to join, except for the people that don't want to design, and people that don't play video games. ;D

10. Do you feel that there is a difference between the types of games created by males and females?

No. Maybe a sense of grace and dignity from the females, maybe. No swearing! HAH!

11. Any other comments?

AGS really kicks some serious butt. I'm really enjoying the pace and developing phase with AGS.
#7
Heres my opinion.

ALL games should become more serious. In order for video games to be more serious, designers (mainly commercial game designers) will have to start thinking serious with serious subjects. (drugs, love, sex, life, death etc). Video gamers will have to start appreciating and buying serious forms of games.

That is the only way I can see video games in general, start to become a full-on, artform. I don't see why its bad to have drugs in a video game, as long as it actually contributes to the story. (I yet have to wait for a game with a character that constantly uses drugs, in order to keep him sane and calm)

Do I think Adventure Games should be more serious? Yes and No. I feel adventure games have reached a certain peak of seriousness already, in terms of aesthetics, story, character depth(some games aren't so good with that). Its like an FPS....with all there amazing graphics, amazing character models, amazing gun play and AI, you'd expect the story to push boundaries, have a moral (like The Matrix, or recently the Iron Man movie which had some slight anti-war themes). All FPS games have the unlimited capability to create a stunning story and make-you-think story....but most of them continue to be about World War 2, Apocalyptic Destruction, Aliens, and Zombies and monsters. Adventure games are the same.

Seeing a Medieval Type Adventure Game bores the crap out of me. Didn't they make those games like, fifteen years ago?

More Games should start tinkering with new ideas, surrealism, comedy, black comedy, philosophy, and unconventional gameplay ideas and off-beat ideas.

The last thing that I believe should be added in games is a moral of a story. Most games that I play, FPS, Adventure Games, RPG stuff...all tend to leave me empty by the end of the game. Video games have merely become "Square One is the starting point, reach Square Ten to finish the game." By the time the game ends, it doesn't leave me thinking about the game, and why I had the motive to play the game in the first place, and complete it.

Story in my opinion makes interaction of a game more unique compared to how a movie delivers a story. In a game, you can search for the story yourself (talking to characters, learning more about history and story) In a movie, the story is layed out in front of you. Which is, in my opinion, makes Games (especially Adventure and Adventure-Influenced games).

Honestly though, I'm so glad AGS EXISTS. I have many ideas that I've always wanted to create. I've learnt so much about AGS recently, and that my vision for a video game is slowly coming closer to reality.
#8
Wowzer. Great graphics mate, I love the noir style and smooth detective style. Would be great to hear some slow jazz in the background of this game. Can't wait to play it.
#9
...and you type it like its easy..

It worked, of course. Thanks alot GarageGothic.

#10
Okay, I'm trying to get my character to toggle into a crawling position via a VIEW.

View 3 (standing view)



View 8 (crawling view)



Basically, my character will run around, and I tap SPACE BAR and be able to toggle from standing, to a crawling pose. (ala metal gear solid) or (as another example)... bring out a handgun by tapping and toggling Q (ala Flashback).

I assume a good way to do this is by using Views, and I'm trying to find a way to toggle from view 3 to view 8, and then back to view 3 if I wanted, all by using the same key SPACE BAR (keycode 32).

I believe I have enough knowledge to learn about how this could be done.

I can create a simple crawl mode by doing the obvious:

Code: ags


if (keycode==32) {
 cBob.Lockview(8)
}


However, of course, I can't toggle back to the standing pose by pressing the SPACE BAR.

....if anyone could help out. I would appreciate it very very much. Thank you.




#11
The answer is, no, it only happens once you've added it to the view panel. However, this doesn't seem to happen all the time. I could load a new project and set new sprites up in a view panel, and it would work fine.

But, depending how long I work with sprites (swapping sprites, refining my character etc), my sprites will start to change to blue cups (also, sometimes they'll change to the first sets of sprites I used to make my character).

When I keep changing my sprites in my 'walkcycle-View panel', they will (at some point) change to either blue cups, or a set of old sprites.

Normally, if I make one view without refining the character and changing the sprites, AGS will continue finely. I have to start making sprites that I hope i'm fine with, so I don't refine my sprites.

Hope that helps.
#12
Ah, well. When the problem happens, it changes to blue cups in the view panel "FIRST".

Then, once I check the sprite manager, it seems like the my sprites are fine , despite the fact that the EXACT same sprites that I selected for use are not working in the view editor.

However, until I insert a NEW sprite in the sprite manager, the sprites that don't show in the view panel, BECOME blue cups. As if the program had just suddenly realized that they were blue cups all along.

Sorry for the caps, but its kinda hard to describe this problem. So to answer the question simply, yes, they do change in the sprite manager.

Also, none of the files in the game folder are set to read-only. I also seem to not have sprindex.dat, in the game folder. I don't know if thats the problem, I don't have it in version 3.02 either. Hopefully that helps. Otherwise, at the moment, things are going fine.
#13
Quote from: Pumaman on Thu 08/05/2008 18:45:54
That's, um ... strange, to say the least.

Which version are you using? Are you saying that when you save the game, those two frames change to blue cups? Are the sprites still there in the sprite manager? If you select one of the frames and then look at the property pane, does it say the Image is 23 or 0?


@ Pumaman

I'm using AGS 3.01, which I believe is the latest release.

Each time I test run the game or save my work, my four sprites instantly change itself to the blue cups. Sometimes theres a delay, and doesn't change the sprite to a blue cup until I "Do" something, like if I delete a loop that I may not need after I have saved everything, the blue cup will suddenly appear. (As if the image had just updated it self.) The number in the property pane remains 23 and does not change to 0.

While in the sprite manager, I would save my work. If I were to delete one of my four sprites, the three left over would automatically change to blue cups.

Quote from: Gilbot V7000a on Fri 09/05/2008 01:40:38
Hmmm, also, what operating system are you using? I'm afraid it may be a user right problem that some of the files won't get updated. For example, (just my guess) for some reasons the sprite data file wasn't updated but the other files got updated fine (since at least you still see the loop you added previously).

@ Gilbot

I'm using Windows XP. I'm also using GraphicsGale Free Edition for graphics, and using PNG as the image filetype. As well as AGS 3.01.

----

It is strange. This problem has happened with my other sprites, but were resolved in an hours time by starting a Fresh New Game, or resolved by repeating importing files and such. If I try uploading some of my older sprites, they seem to work fine, and don't change into the annoying cup.

I also tried making a fresh new game, and have uploaded my four sprites. They have worked perfectly. I could leave my old work, and continue working with the fresh new game, but I don't know if this problem will persist and some of my future sprites.

Could it be a bug.

Thanks guys for your replies.

EDIT:

I just downloaded the beta version 3.02. It seems that my sprites are working on my old game. Nothing is getting replaced with blue cups, and I'm using the same sprites I were using before. It seems like its working, however, this has happened before. I used some other sprites in the past to make a character, it would keep changing to blue cups. It would eventually stop doing that. I don't know if my problem was somehow corrected, but at least its not replacing my sprites with blue cups at the moment.

Thanks alot Pumaman aka Chris, and Gilbot.
#14


Hey guys, I'm new here. Anyway...

I have four sprites that I have imported into the Sprite Manager( 21, 22, 23, 24 )....and I have also placed those into VIEW file and made a view called 'DeskReception'.



Everything seem fine and dandy..until I press save, or I test run the game.



My four sprites become blue cups.

I'm not entirely sure why this is happening, but if I were to guess, I was thinking that my four sprites are not compatible with the pallete, maybe, or the image has been tampered with. My other sprites remain normal and untouched, except my 'DeskReception' sprites.

All I'm trying to accomplish is a receptionist at a desk. I've been hunting around for a tutorial that'll point out what I've been doing wrong.

If any one could help me out, I would really appreciate it.  :)
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