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Messages - Rentin

#1
Quote from: matti on Thu 29/01/2009 01:51:17
Just use this site to upload your pics.

Oh wow! How simple.
#2
I got the same error yesterday from forgetting a single closing quotation, was such a pain to figure it out and look through it all. geeeeeeez.
#3
Quote from: Ryan Timothy on Tue 27/01/2009 23:55:04
I think you should either be drawing 320x240 backgrounds or draw larger characters.
You have lots and lots of empty space.

Hmm interesting.  I checked the dimensions of your backgrounds and they are 500x375?  Are you planning to scale down or crop these backgrounds?

Like I said above, I think they got resized when I uploaded to flickr to post them on here. Normally I use photobucket but it just hasnt been working for me lately. The backgrounds are really 640X480. It just feels easier for me to draw in 640X480 while I am still getting the hang of AGS.
#4
Quote from: Crazy on Tue 27/01/2009 21:17:26
His arms looks sort of inflated in the front view without the coat.  :-\

Like Pop-eye's arms.
#5
How do these look? I fixed the bedroom one and tried to follow a fixed vanishing point. I still want to add some stuff to it like a bed which is what I am going to work on today.

Improvement from the previous version?

I also made another room, living room/kitchen, and added some foreground silouette type things like in Dott, what do you think?




#6
Could you show me how I would implement the GotThere code into

Code: ags

function oFridgedoor_AnyClick()
{
  if (mouse.Mode==eModeOpen)
  {
  player.Walk(470, 170, eNoBlock); 
  oFridgedoor.Visible=false;
  player.Say("Hmmm, Not much in here...");
   }
}



To make it work pls?  I played around with it a bit and I was able to walk the oFridgedoor without it blocking but once it got there nothing happened, it would continue with the rest of my code. Can you show me how it's done?
#7
Quote from: KhrisMUC on Mon 26/01/2009 00:04:14
Yes, you ignored my post.

I'm sorry I totally overlooked that. Thanks by the way.
#8
Quote from: matti on Sun 25/01/2009 22:13:00
Regarding question 1:

Look up eBlock and eNoBlock in the manual. If you write character.Walk(x,y,eNoBlock) for example you're able to click anywhere to redirect the character. eNoBlock can be used with the following commands:

Character.Animate, Character.FaceCharacter, Character.FaceLocation, Character.FaceObject, Character.Move, Character.Walk, Character.WalkStraight, Object.Animate, Object.Move


Alright I tried replacing eBlock with eNoBlock but he didnt walk to his destination before executing the rest of the code. That's what I'm saying, my understanding is that in order to have the character WALK to x,y BEFORE interacting with the object you had to eBlock so it wouldn't execute the rest of the code before he got there. I'm wondering if there is a way to cancel that whole walk and interaction with a click of a button. Here is my code where I tried your suggestion with eNoBlock where he didnt even walk to the object before the interaction:

Code: ags

function oFridgedoor_AnyClick()
{
  if (mouse.Mode==eModeOpen)
  {
  player.Walk(470, 170, eNoBlock); 
  oFridgedoor.Visible=false;
  player.Say("Hmmm, Not much in here...");
   }
}


Did I do something wrong?
#9
Hello, I have two questions. The first one is:

Is there a way to cancel an interaction by clicking elsewhere? What I mean by this is say I click look at object, well the character will walk from its current position to the object first then he will say the description of the object and that whole action is blocked. What I'm asking is if there is a way to cancel the blocked interaction, so if the player clicks somewhere else while that interaction is being executed is there a way to cancel that current interaction and have the character walk to where the player clicked instead, you know just like in any regular Lucas Arts games for example. Is there a way to do that? If so, how?

My second question is quick and simple and I think I already know the answer to it but I want to make sure first.

Is there a way to make an object block diagnally instead of a big square? My guess is no but I want to make sure. So a simple yes or no anwser will do fine here. And if the answer is yes, then how?

Thank you
#10
Quote from: KhrisMUC on Tue 20/01/2009 20:55:49
Sorry, but: what?

DotT used 320x200 with the GUI going from 144 to 199. It didn't use square pixels though so that translates to 320x240 with the GUI starting at ~ 172.

If you're planning to use highres, that'd be 640x480 with the GUI starting at 344.

BUT: Your room is 500x376. Granted, the aspect ratios and GUI size are proportionally correct, but in-game, you'll end up with a huge black border at the right and bottom of the room (I tested it).
The only way to make it work as-is is increase the canvas size to 640x480 with the room in the center.

Looks fine to me. My room size IS 640x480. Maybe Flickr resized it when I uploaded it to the net, but trust me, it fits just fine. Sure the GUI isn't EXACTLY the same as the one used in DOTT but it's my interpretation of it and I think it looks and works just fine for my games needs.

#11
I made my GUI just like DOTT, it's the same size they used. So on the left side you have your verbs: pick up, look at, use, give etc, on the right side is your inventory, and at the top middle of the gui is where you have the label that displays the text "Walk to object/hotspot".

Also, I do make make my doors objects and have it just like you said. I just wanted to show both versions with doors opened and closed so you could see the closet and give me some ideas on what type of things to put in it or whatever.

Quote
(4) Why that resolution? I'd strongly advise you to redraw the room in 320x200, that's the resolution where you'll learn the most in the quickest way. Like that, the room wouldn't import into AGS without scrolling.

Well I set my game options to 640x480 res so the background fits in just fine, no scrolling.

also, I know it's a simple cube room but that's really all it needs to be, I mean it's just a simple bedroom used for one small part of the game. I will go back and try and fix the perspective.

Thanks for the info on the tutorials I will look into them. My next room does need to be more interesting though being the main living area and kitchen part of the apartment which will have a couple cutscenes. So I will take all this info into account while making that room also.
#12
Hello, I need some feedback on my first "real" room. This is my first room that, in my opinnion, is halfway decent. There is still some work that needs to be done to it but I just wanted to go ahead and get some feedback before I continued with all the minor details. I think the room looks a little "bare" still. I want to add some more items to it like cloths in the closet. Although I cant make the closet too cluttered because the floorboards there that are darker than the rest is actually a hidden "secret stash" compartment so it still needs to be somewhat easily visible. I also want to add more stuff to the walls so it doesnt look so empty but I cant think of what exactly to add, some advice on what type of things I should add to the room would be very helpfull as well.

Well here are a couple images of my room, I have included both closed and opened door versions and a version with the bed and without it. I personally think the bed looks a little weird but I dunno, I can't really tell why, what do you guys think? Also the black bar at the bottom of the pics are just placeholders of where the GUI goes so I could use it as a reference. So on a scale from 1 to 10 how would you rate it? Also suggestions, advice, and comments would be great, thank you.







#13
HA! I figured it out. God that was bugging me.

I basically just set the "Give" gui button to the "use" mouse mode and then set a global variable so that when the player pushed the use button disguised as "give" it sets the variable to 1 and if the player pushed the real use button labeled "Use" it sets the variable to 0.

then I altered the code that came right after if (this.VerbMode==eDescVerbModeUser && this.VerbS!=null) verb=this.VerbS; to:
Code: ags

  else if (player.ActiveInventory!=null && Givegui==1){
    verb=this.GiveS;
    this.Text=String.Format("%s %s %s %s", verb, ai, this.Preposition2S, hs); }
    else if (player.ActiveInventory!=null && Givegui==0){ 
    verb=this.UseS;
    this.Text=String.Format("%s %s %s %s", verb, ai, this.PrepositionS, hs);} }


then in the following part I took out the "give" mouse mode I had originally entered and replaced it with:
Code: ags

else {
      if (this.VerbMode==eDescVerbModeAuto) {
      if (mouse.Mode==eModeUse) verb=this.UseS;
      if (mouse.Mode==eModeUse && Givegui==1) verb=this.GiveS; 
      //Replaced "if (mouse.Mode==eModeGiveto) verb=this.GiveS;" with above line 


All this did was change what was displayed in the label, the "give" button and the "use" button both set the mouse mode to Use so they act exactly the same, meaning if you pushed the "give" button even though it says "give (item) to (hotspot)" it would still do the same thing as if you were "using (item) on (hotspot)". In the future though all I would have to do to distinguish whether the player chose the "give" button or the "use" button to select an inventory item and use it on the hotspot is to have the hotspot read whether the global variable is set to 0 or 1.

There is probably an easier way to do this or something but I just wanted to write all that out incase anyone had the same issue I did, was really bugging me for the past 2 1/2 days trying to figure out how to implement the "Give" option.
*whew*
#14
Hi, Im using the Description Module and I need some help.

I am trying to implement a "Give item to" option into my GUI. Basically the Give option can function pretty much the same way as use item, as in that when they click the give button on the gui it will display "give" in the label and when they mouse over/click inventory item it will display "give (item name) to (hotspot name)" in the label and change the cursor to inventory item graphic. Pretty much EXACTLY like "Use", the only difference is that it will say "GIVE (ai) TO (hs)" instead of "USE (ai) ON (hs)".

I have already added the following code into the Desceiption.ash along side the other verb strings
Code: ags


String GiveS;
String Preposition2S;


And the following into the Description.asc along side the other "Description.VERBS="blahblahblah" which defines which text to display for the given string:
Code: ags


Description.GiveS="Give";
Description.Preposition2S="to";


And I put in 'if (mouse.Mode==eModeGiveto) verb=this.GiveS;' along with the other ones which tell which text to display in the label depending on which mouse mode is currently in effect.
Code: ags

  else {
      if (this.VerbMode==eDescVerbModeAuto) {
     
      if (mouse.Mode==eModeGiveto) verb=this.GiveS;
  
      if (mouse.Mode==eModeLookat) verb=this.LookS;   
      if (mouse.Mode==eModeUse) verb=this.UseS;
      if (mouse.Mode==eModeWalkto) verb=this.WalkS;


And after that I'm stuck... I assume the next step would be to set a code to  tell it that if the "Giveto" cursor is currently in effect and if the player clicks on an inventory item then to display "Give (inventory item name) to (hotspot)" and change the cursor to the coresponding inventory item graphic just like the "use" option. I pretty much want "Give" and "Use" to do the same exact thing, just a different verb and proposition to be displayed depending on which button clicked. I just don't know the code to do it or where to put it.

If you guys could work with me to figure this out it would be much appreciated, I have been trying to figure this out all day yesterday and today. If anyone knows how to do this please explain it to me and include the code and where to put it. Thank you very very much in advanced. I really hope I get this straightened out soon.
#15
Just curious, what imaging program were these made with?
#16
Alright, fixed it. Thanks.
#17
I've made a custom GUI that resembles the "day of the tentacle" GUI, I am having a little issue with it though. During gameplay when I click on an object or anything that enables an event and the little stopwatch looking mouse cursor pops up, my GUI greys out. It's very ugly and annoying because the buttons will grey out but the GUI background color stays the same, it's just messy and annoying. How do I disable the "greying out" of the GUI during these events?

Thanks in advance.
#18
Quote from: Domino on Fri 02/01/2009 21:12:03
Hello and welcome to the AGS forums.  The link below might be some help to you.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32234.0

Cheers,
Domino

Exactly what I needed, thank you
#19
I was just curious as to what imaging programs you guys use to create your backgrounds, sprites, characters, etc.

Right now the only imaging program I have is MS Paint :(... I would really like to have photoshop or illistrator since I learned how to use them back in highschool, but these programs are just way to pricey for me. I'm curious to hear what everyone else uses, and maybe even some suggestions on what some of the most helpfull programs to easily and effeciently create the 2D images we all use in our games are. Are there any freeware programs out there I should look into?

Any information and/or suggestions on this topic would be greatly appreciated, I'm getting frustrated with using MS Paint all the time, I'm sure you all know how I feel.
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