Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Blondbraid

#2261
It's been a while, but I have finally come up with a new character design that I wanted to share and hear some opinions about.

This is what appears to be a very jittery, paranoid old lady which the spotter has to ask for directions.
Spoiler
The overstrung paranoia may have something to do with the fact that the old "lady" is a German deserter trying to disguise himself. The spotter may or may not notice this.
[close]
I suppose I took some inspiration from this scene in monty python and the holy grail: https://www.youtube.com/watch?v=JvKIWjnEPNY
So, what do you think?
#2262
I absolutely loved Jaqueline white: Bad trouble in the Red Desert, and hopefully this will be just as great,
it's always nice to see a new adventure with swashbuckling and a pulpy feel.
Looks like Indy might get some serious competition! ;-D
#2263
It took a while, but I just figured it out and was able to solve it! Now the character moves to the right position before doing the interaction, and I think that all the big bugs have been solved.
Thank you both for your time and patience! ;-D
#2264
AGS Games in Production / Re: Neofeud
Fri 20/11/2015 21:23:03
Quote from: selmiak on Fri 20/11/2015 20:20:08
sweet. Though I'd give his legs one more inbetween frame for the bottom one.
I agree, it looks a bit abrupt. But otherwise it looks awesome, the blue light bathing the scene looks stunning!
#2265
Quote from: Snarky on Fri 20/11/2015 19:22:14
If you look at Khris's code, you can use it to fill in the gaps in what I gave you (or you can just use his directly, just changing some of the coordinate values), and so within the constraints you mention (blocking walks, teleportations to outside of the teleportation regions), that ought to... work.
I've looked at Khris's code, and I must say I greatly appreciate your effort, Khris ;-D, but when I tried using it on a new project the problem was still there.
Quote from: Khris on Thu 19/11/2015 20:00:11
I just want to make clear that even if you fully understand how GetWalkableAreaAt() works, you're still a long way from a working solution.
I'm just barely beginning to understand what it means, and I'm starting to feel that this is currently to complicated for me as I'm just a beginner, so I have been thinking of coming up with an easier solution altogether and perhaps save these functions for a later project when I have more experience.

I considered just disabling the hotspots when the player steps onto the region, and enable them when they step onto the other region, so that the player can't interact with a hotspot in the wrong area,
but I would want the player to have some clue that the hotspot could be interacted with.
What I'm thinking is that when the player is in the first walkable area, they can interact with the hotspot, but when they step onto the teleporting region, they will trigger a change in the hotspot script so that the player character instead just says something along the line of "That's too far away, I must get closer" when you click on the hotspot, and vice versa when the player steps onto the other teleporting region. Is there a command for changing the script of a hotspot like this?
#2266
QuotePlus, the best way to handle this depends on your game's interface and how it handles walking to hotspots. When I click to interact with a hotspot, does the game do a blocking walk there?
Or can I interrupt the walk and do something else, like in Monkey Island?
I use eBlock in the walking commands for my script since I felt that it would be easier to handle at my current level of (in)experience.
QuoteIf I read repeatedly_execute_always() correctly, it's there to simulate the "player walks onto region" event for any character (and ensure you don't end up in an infinite loop, teleporting back and forth). However:
In the blocking case, you can just perform the teleportation in the function script, can't you?
To avoid the region-event triggering, just put the teleportation destination outside of the teleportation-triggering region going the other way
As for the teleporting, I just use a player.move command to move the player from one teleporting region to standing just next to the other region, and that works decently so far.
My problem is that when the player character is in one walking area, and interacts with a hotspot in another area, instead of walking to the teleport region and then walking to the hotspot, they just walk to the edge of their current walking area and do the interaction there.
#2267
Quote from: Snarky on Thu 12/11/2015 19:30:17
Just focus on this code for now. Don't put it into your project until you understand it and know how to add the missing steps. If necessary, put it in a new project where you just set up the bare minimum to test it.
I made a new project, just a single room with two walkable areas, two regions to teleport between the areas and three hotspots, so I could concentrate on this problem. I think I have a better overview now, but I still cannot solve the problem. I've looked at the code and the manual, but I can't tell from the example there how to incorporate any coordinates into that line of code.
Code: ags
  // TODO: get objectWalkableArea, the walkable area the object is at (either look up its coordinates or use a custom property)
if (GetWalkableAreaAt(mouse.x,mouse.y) == 0)
    Display ("You can't walk there.");
#2268
I thought it might be well about time that I posted another screenshot, it's been a while since the last one.

I tried making this otherwise unassuming alley look a bit more interesting with some papers on the wall along with a propaganda poster depicting a soldier utilizing the well-known strategy of charging into battle alone and with nothing save sheer machismo to protect his torso from bullets.
#2269
AGS Games in Production / Re: Neofeud
Thu 12/11/2015 22:41:46
Wow, that background looks less than halfway done but still looks great already! Well, truth be told it looks like a pretty disgusting kitchen, but the filth looks nicely drawn anyway. Especially love that robot tree with microchip leaves! :)
#2270
I'm terribly sorry, but I think that I've lost the track :-[ (I've already written a lot of code for the room and find it hard to keep track of all the changes).
Also, I get the error message saying Undefined symbol "objectWalkableArea" on the line that says:
Code: ags
if (characterWalkableArea != objectWalkableArea)
#2271
QuoteWell, do you understand what the line does? If not, look up Room.GetWalkableAreaAt() in the manual.
I looked it up, but I didn't understand the text in the manual.
QuoteIf you want to make it work for a bunch of different objects, it's a little more work because you don't want to hardcode all the numbers, but it's basically the same idea. Just pull it out into a function that teleports the character if the walkable areas don't match, and always call that function at the top of every interaction script.
I'm sorry that I didn't bring it up earlier, but it's not one object, but four hotspots I'm using for the puzzle.
Anyway, when I tried using the script for one of the hotspots, I get an error line telling me "GetWalkableAreaAt" isn't a public member of "Room". I checked and the spelling was correct, but I can't see what else I did wrong.
#2272
Thank you, but I must admit that I'm not sure how to use that line in my script. Where shall I put it and do I need to add any coordinates?
#2273
Ok, this might be tricky to explain, but my game has a big maze-like room with many walk-behinds and two separate walkable areas the character can teleport between, by stepping on one of two regions in each walkable area. The problem is when I want the character to walk to an object and do an animation, but the character and object are in separate walkable areas. Instead of walking to the region, "teleporting" (I used the Player.Move command) and then walk to the object, my character walks to the edge of the walkable area he is in, and then the animation plays out far away from the intended object.

What I want to do is a script where, if the player clicks on the object:
A: If the character is on the same walking area as the object, he goes to straight to it
B: If the character is on a different walking area than the object, so he first goes to the region, "teleports" to the other walking area, then walks to the object the player clicked on

Which script commands can I use to determine which walkable area a character is standing on?
#2274
AGS Games in Production / Re: Neofeud
Sat 07/11/2015 10:34:41
Quote"Naw, this ain't myth.  This is just Predator blood.  Nothing useful."
(laugh) Just read that when they made the movie Predator, they used Vaseline and the stuff inside glow sticks to make the creatures blood.
QuoteWhat I love about dystopias is that they're deeply rooted in todays world, just showing it for what it is rather than what it pretends to be.
I agree 100%, all good fiction deals with reality one way or another. Can't wait to play this game!
#2275
Quote from: Creamy on Fri 06/11/2015 16:32:23
QuoteHow do you perceive the monocle?
You could get rid of the black outline and have a white outline on the right side (reflection) that blends in his face towards the left.

Otherwise, the portrait looks great.
I fully agree, looking back at the sprite I probably wouldn't have noticed he was wearing a monocle if it wasn't for the big portrait. Since a monocle is only worn on one eye, how will the sprite facing the opposite direction look like?
#2276
QuoteBut anyway could we focus on the sprite, please? lol.
I think that the sprite looks a bit short and chubby compared to Indy, and should maybe be a bit taller. But this is just my personal opinion, and I tend to over analyze things. (roll)
As for the rest it's a nice sprite which fits neatly along the Indy sprite next to him.
#2277
QuoteDo you mean the portrait or the sprite?
Mostly the portrait, but a bit of the sprite as well, it's the hook nose and monocle in combination with him looking short and chubby I say.
Changing one of these things would probably help him look less like the penguin. If he is an officer in the Nazi army he probably shouldn't be
particularly fat unless he's an armchair general who makes his minions do all the hard work for him. And he seems to have Spock-eyebrows, which looks
kind of weird to me, but otherwise I'd say this seems to be a villain with pretty great potential to be a memorable adversary to Indy.
#2278
Just my opinion, but I think he looks too much like a recolor of the Penguin from batman. What type of villain is he? What is his personality? Goofy or intimidating? Is he an evil genius or does he rely on brute force?
#2279
I found my idea hard to explain in words, so I made a quick sketch in paint.
I assume that the refugee is a young boy, so I tried using a perspective that made him look small compared to
the adults, and convey a sense of nervousness as he has to explain all the bad stuff he' been through to strangers without
showing any faces.

#2280
Store name: Pepo the colwn's kidz toyz (some of the letters are crooked or upside down, and in mismatched colors)
Store color:A garish yellow with tacky polka-dots.
Store detail:A toy store with darts, bombs, toy guns and that sort of dangerous kids toys that should have been banned at least 30 years ago.
Store logo: Something an 50 year old would think that kids like, like a giant lollipop or a small hat with a propeller
Description of employee: A totally legitimate and not at all scary clown smiling and waving frantically
Store's event: A kid comes running out wielding a huge toy mace accidentally whacking the dude in the groin. The clown laughs.
SMF spam blocked by CleanTalk