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Messages - Bandersnatch

#21
Thanks Monkey, I'll give it a look - so latest version - you mean you've put a new one on the resources page?
#22
Found out about the RemoveWalkableArea problem. Total schoolboy error, typing straight into room script without linking properly.

As for the jerky walking, it is just a pathfinder thing. I'll probably try and look into it later but for now I'd rather get a functioning tech demo up and running before getting into the finer details.

Many thanks guys, more annoying questions on the way!
#23
I have tried using both Queued Background Speech modules (by SSH and Monkey_05_06), and neither will work! Getting error messages:

For SSH's module:

Error (line 51): Undefined token 'StrSetCharAt'

For Monkey's module:

Error (line 411): Undefined token 'StopChannel'

Other posts seem to say that Monkey's module works perfectly but it's certainly not here. Anything I need to change?
#24
Just have to keep checking I guess.

Also I might as well post in this thread rather than starting a new one - do you have any issues disabling Walkable Areas? I've used the RemoveWalkableArea code in my room script but it's not doing anything.
#25
Curved or straight turning...is that a setting in the editor?
#26
Good evening AGSers,

Ages ago I brought up a question about my character walking choppily and snagging against the edges of walkable areas. I'm well aware that this is not the fault of the areas being too small or anything like that. I started a new project today and my player character still moves a little awkwardly - it seems to be whenever she turns a corner, there's a split second snag before she moves and it looks uuuuugly.

Is this just a universal issue AGS has or is there a setting I've overlooked?
#27
Great idea that last one - though this won't be a skippable tutorial...It'll serve as the beginning of the story and is hopefully integrated fairly seamlessly.

Now, the next step...draw everything!
#28
Thanks Murray! I'll give your demo a look and try applying the format to my demo - once the programming is tight and the artwork/animation is finished I'll give ya a heads up!
#29
Hi,

I'm interested in building a tech demo/intro for a game I'm returning to, that features an in-game tutorial. The idea is as follows:

The game contains a classic Lucasarts 9 Verb GUI, and each verb is covered in the tutorial. This would be done by an NPC giving the player various instructions in relation to each verb in succession. The next verb does not become available until the current instruction is passed. Every 20(?) seconds or so, the NPC repeats the instruction if the player has not done as instructed.

I imagine this could be done by using the counter function - would I be right? And if so, how would I structure the scripting? I'm a serious noob.

Thanks guys.
#30
Hi,

After a long period of inactivity I thought I'd revisit this. All of my walkable areas have plenty of space and some which have absolutely heaps are still causing my character to snag when he turns corners. I suppose it's hard to describe without anyone actually seeing it but does any have any thoughts?
It looks so amateurish every time he pauses in such a strange way when turning.
#31
Wow, that's brilliant! I'll have to give it a shot when I get the opportunity - there's a chance I might not be able to quite work it out properly but I'll post back in this thread with the results  ;D
#32
Hi all,

I was having a thought about how to implement seamless music in the style of the wonderful iMUSE system, and how a similar (if not quite so perfect) system could be achieved using .mp3 audio...

I understand AGS has several audio channels that run simultaneously, right? I'm struggling to find just how many, but let's imagine there's 8 - a number I feel might just be the right one. I'll use the setting of the game I'm currently developing as a backdrop...

The player arrives in the dank, foggy frontier town of Gundersen's Valley. Upon arriving, 5 pieces of .mp3 music (all with the same tempo, key signature, chord structure and running time) start playing, all on different channels, but only one is audible as the rest are muted. The master track plays in all external areas of the town. When the player enters either the Saloon, Livery, General Store, or Madwoman's Tent, the master track fades out and the track corresponding to the new location/room fades in simultaneously.

Now this sounds pretty convincing to me, and has probably been championed LONG before I came up with the notion. ut either way, would I be correct in thinking this would be viable? Sorry to waffle on.  :-X
#33
Just another thought...

Am I right in believing that you'd use something similar to the "//place object" section of the code to add foreground elements to a regular scrolling background that scroll at a different rate, giving the room some nice depth?
#34
Almost there, but I'm getting this error:

Error (line 4): undefined symbol 'oPinnacle'

...

Why might that be?

EDIT: My mistake. I set oPinnacle as the description, not the object script name.

ANOTHER EDIT: Finished implementing the code and it works like a dream! Thanks guys, what a great job!
#35
Thanks, Victor6! I'll give it a try. As I'm such a newbie with code it still sounds fairly complex, but you seem to have explained it well enough!

EDIT: I don't want the character to stay rigidly centred. In FOTAQ, he (and the rock he's standing on) scroll in the opposite direction to the background, and to a much smaller extreme. How would that be done?
#36
After playing through (and thoroughly enjoying) Flight of the Amazon Queen, I've decided I want to utilise a map screen similar to the "Pinnacle" room. So rather than a literal map or aerial view we have a scrolling vista controlled by mouse movement with a foreground element and player character in front. But as always, I'm new here and don't really know how to accomplish that...

Any idea how to carry this out?
#37
Any ideas on how to create characters who are 'grouped' in a similar style to the Men of Low Moral Fiber (Pirates) in MI 1 & 2?

I want to include two men locked in a never-ending fist fight, and when hovered over, the action bar should describe them as "Gentlemen Embroiled in Altercation"...

Do you build a hotspot over them or is there a better solution?
#38
Right, I'm beginning to grow impatient with this allegedly simple way of running my AGS game on a Mac using WINE. I want to wrap it into a standalone file using WINEBOTTLER so that when I distribute this tech demo I can send it to my friends who are using Macs (and that's about 80% of them). Nothing seems to work.

So can somebody please just post a literal step-by-step tutorial on exactly what to do?
#39
Got most of it sorted now. All of the areas are at least 3 wide and 3 high, but some still cause the character to snag. I guess it's just a fairly long, arduous task to get every pixel right.
#40
Lately I've been having a spot of bother with walkable areas and my character's movement. When the character is moving across a walkable area with plenty of space his movement is fine - totally smooth. However when he's crossing an area with a much thinner walkable space (such as a rope bridge), he has a tendency to get stuck and edge across in a jerky, awkward manner, and sometimes switch direction for the sake of one pixel.

Obviously the game still functions, but it's ruining what is otherwise quite nicely drawn and animated by having this amateurish movement.

I was wondering if anyone has any tips to avoid this 'snagging' effect?
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