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Messages - Anarcho

#441
Nice job presenting AGA--it was very orderly and well done.  And thank you Pesty for handling the awards this year!
#442
It worked.  Great!  Thanks again, Strazer.

I didn't put the second part of the code in Repeatedly execute, I just put it after the initial code.
#443
The code in the room script file for an object.   
#444
I'm having a problem with my script here.  The object animates, the GlobalInt is set, but the timer doesn't run out.  The object just continues to animate, and the GlobalInt isn't set back to 0.  And I've set the timer to different numbers---it's 2 here, but I've had it at 40, 200...a bunch of different numbers.

SetTimer (1, 2);
  if (IsTimerExpired (1)!=1) {
 
    SetGlobalInt(83,1);
    object[4].Visible = true;
    object[4].SetView(54);
    object[4].Animate(0, 3, eRepeat, eNoBlock);
    character[JUAREZ].ChangeView(55);
    character[JUAREZ].SpeechView = 55;
    character[JUAREZ].SetIdleView(56, 0);

   
    }   
   

  if (IsTimerExpired(1) == 1){
   
    object[4].Visible = false;
    SetGlobalInt(83,0);
    DisplaySpeech(JUAREZ, "Oh.  It's back to normal.  That was strange.");
  } 
 
 
#445
Yeah, I mean I use the debugging stuff a lot.  I start in different rooms and jump back and forth, but a lot of times you have to get through long conversations and to get through stuff.  I'm not confident enough with scripting to add script that I don't know will work, so I'm just using the debugging stuff.  It doesn't take that long, it's just annoying at times.

Thanks for the positive comments! 

[ ... ], sorry if the font is hard to read, the outlined font is used for the entire game except for the status line.  That is easier to read.  I was planning on changing it a bit, but we'll see.  I'm really trying to just focus on finishing the game so that you can play it from start to finish.
#446
Hey everyone,

I haven't died, or given up on the project.  It's just taking longer than expected.  But I've been working like crazy, mostly on the programming.  I'd have to say that the programming---and for that matter the game, is probably about 75% done.  It's pretty exciting because everything is coming together.  I'm getting better at scripting so that's speeding things up quite a bit.  The thing that is actually taking the longest is testing new code that I put it.  I often have to play through most of the game to get to a point where I can test the code.  It's a real pain.

This is going to be a fun game, so stay tuned.  In the meantime, here's a new screenshot.  Check out my font, I think it's pretty cool.

#447
Well I'm stumped.  I've looked through the global script and the room script and can't find anything that relates to regions in that room.  The only thing I have in the room script is a Setglobalint that effects another room. 

The only I haven't tried yet is removing the regions and trying to put them back in...maybe as hotspots.

UPDATE: Ok, even wierder.  First I got rid of the regions in the effected room and then put them back in...the same thing happens where she jumps back a space and doesn't transport.  Then I got rid of the regions, and instead put in hotspots on the floor.  In the walk over area section of the hotspot editor, I added the same command of transport player to another room.  Now when I test the game, and enter the room, the games gets super slow and you can no longer switch gui icons.  And the character won't move. 

What's going on?!?
#448
2.7 Beta.  I downloaded it last week.

I'm going to have to check the global/room scripts when I get home from work.  I can't think of any character settings that would effect this.  She walks fine in other rooms, transports fine.

I'll write back later.  Thanks for the help though.
#449
http://www.geocities.com/princebusterlw/Room12_EE.ZIP

I actually changed the walkable area into one big area, but it doesn't matter.  The character still won't transfer to the next room.
#450
Sure, but how do I do that?  I mean, how do I zip up just the one room?
#451
Positive---I just checked.  This is for room 12, one region sends her to room 7, and the other room nine.  I've even checked the coordinates to makes sure it's correct.

I'm using 2.7 beta.
#452
I've got this strange problem.  I've got two regions in a room, that send the player to the next room when walked on.  It's always worked in the past---the commands are just set in the interaction editor for region. 

Then I just split the room's walkable area in two in order to add some continous scaling.  Once I did that though, the regions no longer work.  Now when the player walks onto either region, she jumps back to where she started and doesn't go to the next room.

Any ideas?
#453
I get it, thanks. 
#454
I'm have a little scripting problem here.  Maybe I should put this in techincal--i don't know.  I'm using 2.70 beta.  Here's the script, it's in the script for one of the characters:

      SetGlobalInt(80, 1); //
      cEgo.FaceCharacter(cLucy);
      DisplaySpeech(EGO, "Say goodnight Lucinda.");
      DisplaySpeech(LUCY, "Goodnight Lucinda.");
      FadeOut(30);
      Wait(100);
      character[EGO].ChangeRoom(2,102,68);
      FadeIn(10);
      object[3].Visible = true;
      DisplaySpeech(EGO, "She had more fight in her than you'd think.");
      Wait(100);   
      DisplaySpeech(EGO, "What? Don't look at me like that. I'm a killer.");
      DisplaySpeech(EGO, "I was born this way.  What's your excuse?");
      SetDialogOption(9, 9, eOptionOn);


The problem is that the character isn't going to Room 2.  As it right now, it fades into the same room and says that there is an incorrect object number---which would be correct because there isn't an Object three in the starting room.  Why would this not work?
#455
Ah, got it.  I expanded the pixels evenly just on the arm reach frame, and then used the Align script.  I still saw a tiny bit of difference in the frames, but I after an hour of screwing with it I just realized it was the character scaling that was causing the difference.

Thanks!
#456
I used the Character[].LockViewAligned, it helps a bit---though there is still a little bit of a shift going on.  I'm not sure what you mean about adding pixels.  Are you talking about adding pixels to the original bmp?  Does that really help when all of the sprites are already cropped?
#457
I feel like this was discussed in a tutorial once, but I forget where. I just created a reaching animation for my main character.  I had to expand the canvas size of the bmp in order to draw the outstretched arm.  I loaded the sprites into the manager and created a view.  It works fine when the animation runs on the normal side, but when I flip the view for the right side, the character shifts over to the right in a big jerky way when she picks something up from that side. 

Is there any way I can make this look right without having to go through every view and sprite and load an expanded canvas for each one? 

These views are all cropped by the way.
#458
It should but it doesn't.  As my game is getting larger and larger I keep encountering wierd things like this, and I always wonder if some code somewhere has effected something else.  Maybe a beta tester or some other kind soul can figure it out for me when it gets to that.
#459
I'm actually using DisplaySpeech when this becomes a problem.  When I use DisplaySpeech the talking animation doesn't run.  Is that normal?  How can I display speech as spoken by the player with the talking animation?
#460
I remember Giga Games.  What a dorky show.  Either way, that's good news for AGS. 
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