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Messages - Alynn

#581
Critics' Lounge / Re:First full sprite attempt
Thu 11/03/2004 20:54:02
Ok, I have all 4 walk directions finished.... The pose on the far right hand side is his mouth open pose for his talking view... Lemme know


ZOOMED


Thanks to Mr. C for letting me know that I can resize :)

I also switched where it was hosted to my other website, because msn groups tends to change the file type and what not to save space.
#582
Critics' Lounge / Re:First full sprite attempt
Wed 10/03/2004 19:50:02
Ok I narrowed the hips and brought the crotch down some, I still want to
keep the illusion of thick trunk like legs, so I didn't narrow them alot, just a
pixel on each side I also dropped the black outline.  I wen't ahead and added
the left and right foot forward poses (his walking animation frames)

Anyway...

Normal Size

ZOOOOOMED IN (300%)
#583
Critics' Lounge / Re:First full sprite attempt
Wed 10/03/2004 18:25:51
Hrm... yEAH... I'll look at changing the outline colors, as far as the hips, I'll see if I can narrow them, and still make sure he looks completely ridiculous, (this is one of the bad guys, and they are intentionally made to seem stupid looking)


Tanks.
#584
Critics' Lounge / Re:First full sprite attempt
Wed 10/03/2004 06:34:03
Sorry for the double post, but I just wanted to bump this so if anyone else had anything to say, the post didn't fly away into oblivion....
#585
Critics' Lounge / Re:First full sprite attempt
Sun 07/03/2004 23:07:13
Actually no, all the chars fit very nicely in the world I've created. In fact that particular character is taller than all the other ones. The average hight person in this game is 20 pixels which is 10% of the screen height.

The whole style of the game is to keep in the idea that this is a world comprised of 8bit chars from old RPG's and the like. So that is the reason behind the tiny size, it looks much better on screen than it does in sprite form I guess.
#586
Critics' Lounge / First full sprite attempt
Sun 07/03/2004 05:02:42
Usually I edit my sprites from origionals... This time I couldn't find anything suitable for what I wanted to do, so I decided to try going ahead and doing one myself. So I wanted to see what everyone thought... Please be gentle :P

small size

zoooomed in (300%)
#587
Everyone loves porn  ;D


CASE CLOSED!
#588
Ok my bad, because my code is the following:

MoveCharacter(0, GetViewportX()+mouse.x, GetViewportY()+mouse.y);

I see where I got confused :P

I should lay off the crack....
#589
I had a problem similar to this.

The characters x,y position is its pixel position on screen, not in the room itself, so you will probably have to add the GetViewportX() and GetViewportY() functions

So if (keycode==13){
if(character[GUY].loop==0)
ProcessClick(character[GUY].x + GetViewportX(), character[GUY].y + GetViewportY() + 2, 1);

///so on and so forth :)
#590
Quote from: Pumaman on Wed 03/03/2004 20:49:31
I don't believe even java would allow you to overload an int and a short function - if you called it like this

MoveArm(5);

5 is both an int and a short, it would be ambiguous.

Actually, I couldn't remember exactly what I did... actually I think one was (int) and the other was (int, int) either way... OVERLOADING!!!! (oh and a true boolean would be nice)
#591
Just make another room for your start screen (like room1) make it so the player is invis in that room and put the code to turn on and place your start gui OR you can just make a startup room with the buttons as hotspots.

You can make as many intro rooms as you want, for instance, all my logo's are in intro.crm with using SetBackground frame to switch between them, after the logo's are finished I do a NewRoom(1) which is my title screen and has the GUI for starting the game (loading and quitting as well) You can continue doing this for as many rooms as you need for whatever kind of intro you want.
#592
Just change it. Can't get much simpler than that.
#594
if you do have OO in 3.0 please have overloading, (being a java programmer I found myself trying to overload functions until I finally got it through my thick skull, I can't do a MoveArm(int Obj) and a MoveArm(short dir) (One was for Moveing the char's arm and turning off an object, the other was to either move the arm up or down) So I ended up finally changing it to Grab(int obj) and MoveArm(int dir)....

Sorry for bringing up old topics, but I seemed to have missed the part of the possibility of OOP... I had to put in my 2 cents
#595
put this in front of your previous code for the floating labels..

if (IsGUIOn(OTHERGUI) != 1) {//if the gui is off then
GUIOn(LABEL);
//Do all that other code stuff for the label
}
else {// if the other gui is on
GUIOff(LABEL);
}

Now you could just add the GUIOn(LABEL) to the closing of the GUI that you want the labels to turn off on. (In addation for all other guis you just add || (IsGUIOn(STILLANOTHERGUI)!=1) and so on and so forth) but basicly if the gui is on it turns off the label gui (so you will no longer see it)  if the gui is not on it turns on the gui (in case it was off) then does the display stuff that I outlined earlier...

Now as far as the first goes, I don't konw
#596
if (GetGlobalVariable(5)==0){
 //code for buttons 1-4)
}
else if (GetGlobalVariable(5)==1){
 //code to turn off buttons not needed and turn on the
 //needed ones
}
//so on and so forth until you have everything you need
#597
While can confuse some people at first... while is a loop statement, so with what you have above you basicly said

if mouse.x is less than or equal to 235 keep repeating the following: if mouse.y is greater than or equal to 10...

BUT you are kinda on the right track

try this

Global Script
int guiX;
int guiY;

in rep ex
guiX = mouse.x + 5;
guiY = mouse.y - 10;
if (guiX >=  235) guiX = mouse.x - 5;
if (guiY >= 10) guiY = mouse.y + 10;
SetGUIPosition(LABEL, guiX, guiY);

as you can see by default it will place the label at mouse.x+5, mouse.y-10... UNLESS the label will be placed off screen, at which point, it will be reversed and placed on the other side of the pointer, keeping it on screen.
#598
Well... this is my thought...

Have a HUGE black object with a spyhole (scope whatever) in the center of it Find out the X, Y coord difference between the center and the corner of the object (which I believe is the upper left corner, forgive me if I am wrong)

For instance if the object is at 0, 0 and your spyhole center is at 100, 100  and you click on say 150, 200

int moveX = mouse.x - (GetObjectX(OBJ) + 100);
int moveY = mouse.y - (GetObjectY(OBJ) + 100);
//at this point moveX is 50, and moveY is 100
MoveObjectDirect(OBJ, GetObjectX(OBJ) + moveX, GetObjectY + moveY, 3);

Doing it this way you will have to put the interaction on the object itself, and you won't be able to click on anything behind the keyhole.... You can also put it in your repeatedly execute and it will follow the mouse cursor...

The other possibility is a GraphicOverlay put the code in your repeatedly execute to follow the mouse cursor, using it on click won't work as well as the MoveOverlay is instant and not gradual like move Object....

Not tested, but the logic is right... (I believe)
#599
Quote from: j-Hed on Fri 27/02/2004 15:28:09
Hi everyone!

2 Questions...

1) I have come this far of making my character say/think some phrases when the object/hotspot

isn't interactable:

 
// script for hotspot4: Look at hotspot
Random(4);
DisplayThought(EGO, "&3 No I wouldn't.");
DisplayThought(EGO, "&4 Nope.");
DisplayThought(EGO, "&5 SIGH...");
DisplayThought(EGO, "&6 I don't need that.");  
DisplayThought(EGO, "&7 I don't need to.");

BUT, now he thinks all of the phrases after each other, I wan't him to say one phrase at a time randomly. I tried "else" and "if" so on but I never got it to work.

2) I am trying to make the player character say these "doesn't work"- phrases when an

object/hotspot hasn't got any interaction.
I am very bad at scripting but I thought it would be put under "repeadedly execute" in

global script or something.


THank you all!

for 1

int rand = Random(4);
if (rand == 1) DisplayThought(EGO, "&3 No I wouldn't.");
else if (rand == 2) DisplayThought(EGO, "&4 Nope.");
else if (rand == 3) DisplayThought(EGO, "&5 SIGH...");
else if (rand == 4) DisplayThought(EGO, "&6 I don't need that.");  
else DisplayThought(EGO, "&7 I don't need to.");

For the no interaction just put the script in the anyclick on hotspot/object interaction.
#600
Why not just make a small transparent non clickable gui that is always on and in your repeatadly execute

SetGUIPosition(GUI, mouse.x + 10, mouse.y + 10);

In the GUI have a single label with text as @overhotspot@ it may take some working with it to get the gui moved to a position you like... but it should work for you (it worked for me)
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