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Messages - Miori

#1
@Ghost

I know that, the problem is how to do that, at the moment when the follower enters the room ;) Additionally without blocking the players actions :)

@Joe

Good idea :D And works, but the player can walk on this area too, until the follower is on the right position. Is there a way to make a walkable area walkable just for a specific character?
#2
In my Game there are some rooms, where the player spawns and then go some steps automaticly. The spawning point is out of walkable area, because the player shall not go there. No problem until that... but you can take somebody with you, and the follower then is stuck in the not walkable spawning point. How can I tell him, to do the same as the player and walk to the walkable area? Its no use to just put it before or after fade in, because the follower arrives later :/ Could somebody help me please? :)
#3
Well... sorry, maybe I was a bit short with my explanation. It doesn't have to check the array all the time. Could be bad for the performance maybe, because there will be many of these arrays XD

I have a dictionary in my japanese-learning game and I want to implement a search. If you type a word in, you will jump to the page where the word is. BUT, you have to learn and find the words all over the game. The word itself, meaning, kana & kanji can be found seperatly from each other. Thats the 4 variables in the array. And the search for a word should ONLY work, if one of the 4 things is already known. So you can not search for things you never heard of.
#4
Hello,

is it possible to make an all around check for an array? For example I have this array:
Code: ags
bool konnichiwa[4]

As you see it is an bool array. I want to check if at least one of the variables in the array is true without checking every single one. It doesn't matter which one is true, it should just run a script if at least one is.
#5
It's not the big problem, because I don't want the player to skip my cutscenes. Its just for testing, so I don't have to see it every time I start XD But if it runs every game loop and every single one of it is lagging I understand that it takes so long. It is a scene where a text is written letter by letter and a short walking after it, so every letter is an extra lag ^_^

What is TL:DR style ???
#6
You lucky one ;-D. Now i'm getting jealous ^^. Well it didn't take a minute to start the game exactly. After I press new game-button there is a scene I normally skip with esc, and that skipping took over a minute. ^^ It already takes longer, with only one layer XD And it's already lagging then, but with 20 it was really something I wouldn't do to the player XD Like I said, I'll let the player self decide how smoothy/laggy he wants to play. It's just a bit strange feeling. When darkness is disabled it's fluidly again and everything is running so fast suddenly XD

But now I'm really overthinking if I should really implement a day/night system. One more lag-making thing running in the background :/ I also will have weather running from time to time (snow). I could not spare the snow, but the day/night system. Maybe it could change by specific events... when the player goes to bed or something... Sry, ich denk schon wieder schriftlich XD
#7
Ah it looks much greater than before. I also tried the 20 layers limit. That looks really smooth. But I had to wait over a minute for my game to start, and the lags where awfull. I guess for my pc 2 layers are the accepable lag limit XD But well... not everyone has that lame pcs, so I guess I will put it into my option menu, so players can choose the smoothness by themself ^^ Thank you again :D

Besides... is it lagging on your pc too?
#8
Seems not to be laggy :D We could try a second semi-black layer :D

And yes you are right. The Team that made AGS 3.3 did very well with the new version ^_^

Edit:

There seem to be a little problem with the script :o I put the call scripts into a room, just for testing. Everything worked fine. But then I deleted the call scripts. I didn't change anything else. Now the room is always dark :O I put "gDarkness.Visible = false;" in the executive_always section. At least I see something again XD But why does it stay black even after closing the game D:
#9
:-D

One more layer for smoother light would be fine, but it is already laggy with this one. My computer is a bit lame and almost every programm and game is lagging here. So it's hard to say :-\ I will test it on the pc of my roomy later ^^.
#10
Ah thanks, now everything seem to work. Its so cool, and I love the flicker-effect (laugh) But of course its good that I can turn it off for electric lights and stuff, that should not flicker XD Thank you very much for that awesome module and all the work behind it :D You're a genius. :-*
#11
I use a backup I made before implementing your codes, so there is none of them left and it is still 32bit. But it still does nothing :o The call functions are placed in room_load(), but I guess it doesn't matter where to place them right? Could also call it from elsewhere? (like turning a switch off or something). There are no errors, after all. It's just not getting dark :o

Is there anything I have to consider with the gDarkness GUI? It's Screensized (640x480) and normally off, with no background or border and not clickable of course :).

edit:

Aaaah, found the problem. I had to put sprite alpha rendering style to the new option too :D Now it works. And uh... the static lights are ... ah... missing english vocabulary, sry. I hope you know what I mean. It just looks awesome now :D

But there is still a small problem. I had an similiar bug when I was testing the flashlight script. The Light thats following the player is running away from him D: Maybe its caused by the smooth scrolling script I use:

Click here

I solved it in the flashlight script somehow... but I can't remember how :- XD Well I have to leave for now T_T I hate that... when i'm in the middle of bug-research XD
#12
Mh... it looks really well ;-D... on the screenshot :-D. I upgraded to AGS 3.3.0 and added your module. For testing I just copied your code and set the "it_is_night"-variable as true. But nothing happens ??? (except lags, but i guess it depends on my lame notebook, where almost every game is lagging XD). Is there something else I have to do :o?
#13
:~( Well, even if I understand how it works, i could never write such a script by myself, I guess there is still much to learn.  :-D It works fine, it is exactly what I was looking for. Thank you so much ;-D 

But I have still some questions. First... I had to downgrade my game to 16-bit to make the magic pink work. But some other graphics, that had smooth transparency effects doesn't look so well anymore. Is it possible to change the bit-rate only for the darkness/light effect and leave 32-bit for the others somehow?

Could we draw another bigger (or smaller if its easier) circle with lower transparency on the position of the light spot, so the contrast between light and dark is not that hard? For an effect like this:

#14
Flashlight module is nice :). Tried it and it works finde, but... its only one light. :(

@Khris
Mh, smooth edges would be fine, but I'm not even able to try as you say XD. Could you show me how to do so, please? :)
#15
Well, I have a problem with lights. Sometimes it should be night in my game, so the screen gerts dark. So I want my character to have a light circle around itself. Thats not the problem. I could take a big dark pic with a hole at characterposition following it. BUT ... even in the night there are other static light sources like lamps or candles.

So there should be static lights in the background, that can't move + one light following the players position and I have no clue how to do something like this :shocked: Could anyone help me please ???
#16
Ah now I got it :D Thank you so much ^.^ And yeah, it IS really easy after all :)
#17
Ah thank you very much :D

edit: Ahm... sorry, you said it is easy to use, but maybe i'm the sort of people who need an explanation for idiots XD Could you just give me an example, so I can see how it works? :)

For example... save the string variable TEST to ini.ini, load it and show the saved string in a label? That would make it understandable for me, i think. Examples are more useful to me than long explanations XD
#18
The download is no longer available i'm afraid, but i'm very interested in your module. Could you please post an new downloadlink? Pleeease :-D
#19
Quote from: Phemar on Wed 01/05/2013 07:45:34
What this means is it is able to run ANY function in AGS completely non-blocking!

Absolutely awesome, always wanted something like this. Thank you very much :-D
#20
That would mea,n I would not type what I want to write right? I guess I would go crazy XD
Well I already thought about the picture option, but I was hoping there is a better way ... doesn't seem so :(

But thanks for the answer ^_^
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