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Messages - Calin Leafshade

#3321
Advanced Technical Forum / Leaving regions
Wed 28/10/2009 07:40:24
I have some puddles in a couple of rooms in McCarthy and when you enter and leave the region the script changes the footstep sounds to and from splashy sounds.

now, if you stand in the puddle and INTERACT with something the Leave_Region event isnt triggered until after the interaction, which means the splash sounds stay on until he has finished interacting.

Is this a bug or just a side effect of the way AGS processes events?
and how could i combat the problem?
#3322
The first one i played was Art of Theft, Since i am one of the biggest newbies here probably. Both in terms of AGS and adventure games in general.

Then i moved on the the other yahtzee offerings (my favourite probably being 1213.. which is weird)
#3323
Beginners' Technical Questions / Re: Shops
Sun 25/10/2009 17:09:50
meh, i'm all for mocking preteens, Rach
#3324
Quote from: roll on Sun 25/10/2009 16:29:28
Yep it helps.  ;)

CAUTION SPOILER THREAD

But I have some other questions too.

If John was beaten up with the idol, isn't it supposed that it's the father of John who gets murdered by tall man?

The tall man can only return to our world on the aniversary of his death.

Quote
Also, how was John's father and brother killed after John was killed by tall man?

John wasnt killed by the tall man and John kills his family.

Quote
In 5DAS, who is possessing the persons? John or tall man? If it's John, how and why? And also, Trilby killed who when he was possessed? And how can they kill  John's ghost with a shotgun? :p

Its the spirit of John Defoe.. The idea of the Tall man and stuff wasnt introduced until trilby's notes.
#3325
Beginners' Technical Questions / Re: Shops
Sun 25/10/2009 10:48:54
Is this this weeks 'bashing pre-teens thread'

They seem to come up rather regularly.
#3326
Quote from: markbilly on Sat 24/10/2009 12:26:35
Loved it, I really did. The animations are very good!

Dude, if the animator on this project doesn't win an AGS award for his work I will eat my hat. He's awesome.

I will buy a hat...then eat it.
#3327
MD arrays can be used for loads of things from a mathematical point of view.

The most obvious application i can think of is cartesian coordinates which are used all the time in graphics algorithms.

#3328
Now I know this is possible to do using a function and a kind of wrapper for an array which transposes values into appropriate indices but i think having hard coded arrays that can be defined just as Array[100,100] would be a logical addition to the language.

Thoughts?
#3329
Advanced Technical Forum / Re: Reflections
Sat 24/10/2009 05:50:32
After i removed the second problematic background frame, the .frame property seems to work perfectly.. im not sure if its a bug or just that the 2nd background frame was somehow affecting the drawingsurface.
#3330
Advanced Technical Forum / Re: Reflections
Sat 24/10/2009 05:26:57
FIXED!

I had 2 identical backgrounds in the room. i didnt seem them animating but they were messing up my dynamic sprites.

WINNER!
#3331
...geeks  :=
#3332
Quote from: Bulbapuck on Fri 23/10/2009 15:58:07
I am now an official fan of yours ;)

Your fanclub pack will arrive in 5-7 years.
#3333
Advanced Technical Forum / Re: Reflections
Sat 24/10/2009 00:21:45
Well I added the following line

Code: ags

      RoomSurface.DrawString(10, 10, eFontFont0, "%d %d %d",cEgo.View, cEgo.Loop, cEgo.Frame);


and the frame value seems to jump a little.

If i watch the idle animation its almost as if it plays the frames like 1, 2, 1, 3, 2, 4 etc

This is current code im using

Code: ags

function Puddle_Update()
{
      DynamicSprite *SurfaceBuffer = DynamicSprite.Create(320, 200);  
  		DynamicSprite *bg = DynamicSprite.CreateFromBackground(); //Create Background Sprite
      
      bg.Flip(eFlipUpsideDown); // flip the reflection
   
          DrawingSurface *bgs = bg.GetDrawingSurface();
          ViewFrame *currentview = Game.GetViewFrame(cEgo.View, cEgo.Loop, cEgo.Frame); // Get characters current frame
          DynamicSprite *MPuddle = DynamicSprite.CreateFromExistingSprite(currentview.Graphic, true); //create sprite from that frame.
          if (currentview.Flipped == true){
               MPuddle.Flip(eFlipLeftToRight);// If view is flipped then flip the character reflection sprite
               
          }
          MPuddle.Flip(eFlipUpsideDown); //flip character sprite
          MPuddle.Tint(255, 255, 255, 100, 85); // to match room lighting
          
          bgs.DrawImage(cEgo.x - (MPuddle.Width/2), 200 - (cEgo.y - MPuddle.Height), MPuddle.Graphic, 60); // draw character sprite on bg sprite

      
    bg.Crop(150, 40, 50, 20); //Crop the sprite to a small rectangle from the puddle (i'll make it non rectangular later)
      DrawingSurface *RoomSurface = Room.GetDrawingSurfaceForBackground();
		  DrawingSurface *surface = SurfaceBuffer.GetDrawingSurface();
      surface.DrawImage(150, 180, bg.Graphic); //Draw reflection
      surface.DrawImage(cEgo.x - (MPuddle.Width/2), cEgo.y + 2, MPuddle.Graphic); // draw character sprite on bg sprite
      surface.DrawImage(0, 0, 286); //Draw Transparency Mask for puddle.
      RoomSurface.DrawSurface(surface);
      RoomSurface.DrawingColor = 14;
      RoomSurface.DrawString(10, 10, eFontFont0, "%d %d %d",cEgo.View, cEgo.Loop, cEgo.Frame);
      surface.Release();
      RoomSurface.Release();
      bgs.Release();
      bg.Delete();  
      SurfaceBuffer.Delete();
      MPuddle.Delete();

}


and here is what it looks like (sorry for large file)

http://www.thethoughtradar.com/AGS/puddle.zip



#3334
Ive recently moved into my own place and got a cat with my girlfriend.

I dread the day little sookie dies.. more than I dread almost anything.
#3335
Advanced Technical Forum / Re: Reflections
Fri 23/10/2009 16:35:29
Quote from: Crimson Wizard on Fri 23/10/2009 16:10:12
Firstly, you do not Release bgs Drawing surface, and do not Delete MPuddle dynamic sprite. That may cause memory leak.

Thats true thanks,

I think the problem stems from the fact that character animations are anchored to the centre of the sprite not the corner.. so as i redraw it, it jumps all over the place during the animation.

nope thats not true since the animation stutters even on the idle animation.

Ok i think i've identified the problem as this line

Code: ags

ViewFrame *currentview = Game.GetViewFrame(cEgo.View, cEgo.Loop, cEgo.Frame); // Get characters current frame


It doesnt seem to consistently get the current frame for the character.

Various debugging methods seem to show that the .frame property isnt reliable in a game loop.

Any ideas how to find the characters current sprite easier?
#3336
hey guys,

I've just started working with dynamic sprites and they seem pretty cool.

However i've tried to make a puddle with the below code but in game it seems a little bit choppy. any ideas whatI'm doing wrong?

Code: ags

function Puddle_Update()
{
        
  		DynamicSprite *bg = DynamicSprite.CreateFromBackground(); //Create Background Sprite
      if (cEgo.x > 160 && cEgo.x < 200 && cEgo.y > 140) //Check if character is within bounds of puddle
      {
          DrawingSurface *bgs = bg.GetDrawingSurface();
          ViewFrame *currentview = Game.GetViewFrame(cEgo.View, cEgo.Loop, cEgo.Frame); // Get characters current frame
          DynamicSprite *MPuddle = DynamicSprite.CreateFromExistingSprite(currentview.Graphic, true); //create sprite from that frame.
          if (currentview.Flipped == true){
               MPuddle.Flip(eFlipLeftToRight);// If view is flipped then flip the character reflection sprite
          }
          bgs.DrawImage(cEgo.x - (MPuddle.Width/2), cEgo.y - MPuddle.Height, MPuddle.Graphic, 60); // draw character sprite on bg sprite
      }
      bg.Crop(160, 160, 40, 20); //Crop the sprite to a small rectangle from the puddle (i'll make it non rectangular later)
      bg.Flip(eFlipUpsideDown); // flip the reflection
		  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
      surface.DrawImage(160, 180, bg.Graphic); //Draw reflection
      surface.Release();
      bg.Delete();

}
#3337
Hints & Tips / Re: UKYChGNVlUGDPb
Thu 22/10/2009 08:38:18
Quote from: Ganry96 on Thu 22/10/2009 08:22:34
Then he walked one mile west. ,

Well thats just spooky spam.
#3338
Quote from: Scarab on Wed 21/10/2009 15:21:29
Just finished it, and I found a typo..
not really a spoiler but...
Spoiler
When you look at the road, it refers to 'infinately more dirt tracks' as opposed to infinitely
[close]
Well spotted.

Quote from: Scarab on Wed 21/10/2009 15:21:29
I also wonder why you changed the emphasis on the line "and just a little terrified", I personally preferred it the way it was in the teaser.

Agreed, I rerecorded all the lines and lost the old ones :p I think i'll record that line again in the old style.

Quote from: Scarab on Wed 21/10/2009 15:21:29
I also can't help but feel that the driving silhouette doesn't match the sprite. He looks to me like he's sporting somewhat of a double-chin, almost the way an angry "Turn in your badge, you're off the case!" police chief is usually depicted.
Again i agree. I drew that before the new sprites so i'll probably have to redraw that to make it fit.

Quote from: Scarab on Wed 21/10/2009 15:21:29
The cursor also seems to move painfully slow... could I suggest maybe a Mouse Sensitivity slider in the Options menu?

Hmm, I'll look into it.. seems alright to me.
Is mouse sensitivity linked to the windows settings in any way?
#3339
Ok so as requested here is a demo. It's very short since I'm not confident with the quality of the rest of it yet to release it.

Consider this still in beta stages so mistakes are very possible. If anyone notices any typos please let me know.

the main reason im releasing this is that i'm interested to know how it performs on other peoples computers. I havent tested it on anything below a dual core 2.4 so some feedback there would be nice too.

http://www.thethoughtradar.com/blog/?p=120

Also...ignore the inventory images... they suck.

Its a verb coin system so hold the left mouse button to interact with stuff. and mouse to the top for the inv.
#3340
Quote from: ddq on Wed 21/10/2009 02:29:25
Any possibility of a new demo sometime soon, with the new art?

Well I'm currently waiting for my animator and some voice actors but yeah I guess I could run up a little demo to keep me busy. I'll try and get one up sometime today. The game is pretty much finished at this point besides some character sprites and animations.

Quote from: Dualnames on Wed 21/10/2009 07:11:11
There seems to be a perfect atmosphere..wondering have you got any musician, I'd love to compose for this,that's why!

If you feel like you'd like to compose some music for it then that would be cool. I am having problems with the music for a particular scene. The music has to be tense and upbeat to show urgency but it cant be modern and contemporary sounding. Modern music would break the atmosphere i think. If you reckon you could give it a go, feel free to try.
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