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Messages - Bernie

#541
I've made those designs just for fun, don't know if I'll ever do something with them.

My main problem is the big guy's walking animation, anything I could do to make it more dynamic and less stiff?







Those files have a tendency to not show up sometimes because they're on geocities, so I'll post the direct links, too:

http://www.geocities.com/samcarbonite/luca1.gif
http://www.geocities.com/samcarbonite/taro1.gif
http://www.geocities.com/samcarbonite/luca_taro.gif

Thanks!~
#542
Well, since I'm the only one who pointed this left click thing out, I'd say do as Igor says - don't change it. :D
#543
Geoffkhan - I meant the left click. He'd only alter the direction he's facing on left mouse click while in 'use object on'-mode.

I'd suggest either to make him able to move on left click while in that mode or make it switch back to walk mode. He's able to walk in all the other modes, so this feels a bit strange to me.

In the end it's just something cosmetic and wouldn't hinder the fluidity of the game, so don't worry too much about this. :)
#544
I don't have my old scrolling code anymore, so I'll just go and try to do a function like you suggested.

Thanks for your help, everyone! :D
#545
Both characters have the same walking and animation speed. The game is at frame rate 40. I'm using the followcharacterex command.

It works when I do it an framerate 10 and ani speed 0 with anti-glide off because everything is updated at the same time. But at framerate 40, the follow character will or will not shake depending on when he starts to move when scrolling because the screen is updated more often than the animation speed of the char. (That's what you meant, Pumaman - right?)
If the following char would start to move at the same time the main charstarts moving, it would work.

I'm using the normal AGS scrolling right now, I ditched my own scrolling code. (It involved an invisible character which the viewport was focused on. Then I added or subtracted 1 or 2 to that character's x/y depending on the player characters position, so it would sort of follow the player. This would give smooth scrolling even with anti-glide on.)

A good solution to this would be if the mouse cursor position would be updated outside of the game frame rate, then I could use a framerate of 10 without the mouse being so slow, but I guess that is not an option.

Or...

While scrolling, the whole screen would only update when the player character's animations update. But I guess this can't be done through code and would require altering the engine itself, so... meh. :)
#546
TK - I think he's using the keyboard to control the main character, and only the menu is mouse-driven, so he needs to somehow detect what's in front of the character to trigger an action when space is pressed.

I have very, uh, un-proper ways of achieving stuff so you might want to wait for a different suggestion. Anyway, here's mine:

You could use a seperate, invisible (max. transparency) character which you set to be in front of your character (using character[YAY].x and .y) that acts as a detector.
Make sure it's always in the same room as the main char.

You'd have to do make seperate positioning code for each of the 4 directions. Now you can test if the detector character is colliding with a different character.

Check AreCharObjColliding and AreCharactersColliding in the help for more info.

This is all theory only, but it should, in theory, work! :)
#547
I'm using two characters in my game, one is following the main character. The game is set to anti-glide. This works very well so far, but when I put em in a scrolling room, the following character shakes quite a bit when the screen is scrolling.
That's what I'd like to get rid of. I've made a custom scrolling thing which worked pretty well, but when a cutscene is running, the custom scrolling doesn't work anymore. Any ideas?

Thanks~
#548
This works great, well done!
There's only one thing that could improve it (for me). When you're in 'use object with' mode and don't click on a hotspot/etc, it should change back to walk mode.
In any case, keep up the great work! :D
#549
Ok, many thanks! :D
#550
My game is 320x240 res/16 bit, and I want to use animated objects at the size of 320x190 with transparency, mainly for effects and intro stuff.

Would this slow down the game a lot? I can't test this on a slower computer, so I'm not sure how fast AGS is with transparency.

Thanks~
#551
Great work so far!
However, when I try to run my game in the new version, I get a weird error when I click somewhere:

Error: run_text_script1: error - 1 (Runtime error: wrong number of parameters to exported function 'on_mouse_click') running function 'on_mouse_click'

It worked fine in 2.56d though.

EDIT: Nevermind, I fixed it. I had both int button and int gui_mdown in there when defining the on_mouse_click function, but it only seems to trigger an error in the new version.

EDIT 2: Another problem occured... I need int gui_mdown in function interface_click, but it triggers the same error as before when it's there.

EDIT 3: I INTed gui_mdown outside the function (int gui_mdown;), then it worked.
#552
Try putting it into the game start script. It only needs to be executed once to work. In repeatedly execute it would be set all the time, and that might mess it up.
#553
Thanks for your comment! :D
I'm not going to release a demo. Also, I won't post as much shots and drawings in the future, just occassional updates.
#554
Yep, that's what I meant, that inventory item is still there after using it. But that's easily fixed, right? :D
(ANYM - yay, so many german-speaking dooders 'round here! :) )
#555
Very well done, great game so far! :D
I really like your graphics, they have a dott-esque style to them. Also, they radiate the right feeling, and that means a lot to me.
The puzzles were great, just fine for the start of the game. Do you plan to keep the difficulty like that, or will they get more complex later on?
As for the writing - I can't really comment on it since I'm Austrian, and my english isn't all that magnificient, heh. All I can say is that I didn't spot anything wrong.

Also, a small bug:

Spoiler

The melon-froggy didn't disappear when I used it on the pond, that is all.
[close]

In any case, I enjoyed the game so far... keep it up! :)
#556
As far is I know, there's only one way to do this at the moment - in  the view editor, make the up/down walking animations slower by setting the speed to 1 or higher.
This isn't a perfect solution for your problem, but it sort of works.

EDIT - And it works with anti glide mode on only.
#557
Thanks! :D
I can't say when I'll be done. I got a lot of work at work at the moment, this hinders the progress a bit, but not too much.

Anyway, here's a new character design:

#558
I have a Medion 9570. It's rather old and made of plastic, but it has A4 drawing size and works really well, had it for one and a half years now.
I don't think they still sell those, though.
I can't really give you suggestions for other marks, except for one thing - don't buy a too small one! :D
Also, when using a tablet, it's good to draw in 2x/4x zoom... that helps really a lot, especially in photoshop.

Also, two new screenies:



#559
Great, thanks! :D

Well, Sierra-style games take a little less animation in some parts than, say, a Lucas Arts style adventure. Sierra-style games are more text-driven in some cases, a good example would be the mallet hidden in a tree in Tierra's KQ2+. Graham doesn't actually climb up the tree and get the mallet, only the text tells you he did.
But in an adventure like I want to make it, the player character would actually climb up the tree and get the mallet. Also, I'm using more than one normal/speech animation for some characters, that pushes up the number of views even more.
In any case, thanks for putting it on your list thingy! :)
#560
Thanks for your crit! :D
You're right, he really is a bit too green... I'll just copy his frames into photoshop and adjust the color table.

The backgrounds are indeed tabletized... photoshop and a tablet are a great combo! :)
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