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Messages - Cassiebsg

#281
 (laugh) (laugh) (laugh)
#282
check for player.Loop as well.  :)
#283
What they said.  (nod)

Just wanted to add that to catch mouse clicks on inventory window you have eMouseLeftInv and eMouseRightInv.
#284
That looks good, but think outside of the competition. since I would call that a Background, not a sprite. A sprite is normal a character or object, that goes on a BG.

Also, don't use past art in competitions, please. They are meant to be new art that you do for the competition (but if you can then use that art with a game you're working on, the better.  ;) )

And no, it does not need to be pixel art, that's a fine sprite (the sword).  :)

If you want to share your art you can look for an apropriate thread, and if it does not exist, open one in the correct forum. If you are looking for feedback on your art, that's what "The critics lounge" is for.   ;)
#285
 (nod) Congrats on the release. It's an awesome game, just my favorite type.  :-D
#286
The Rumpus Room / Re: What grinds my gears!
Thu 28/10/2021 17:17:51
---when the forum is down, and I fell lost.  8-0
#287
Remember that rep_exec runs 40 times a sec (assuming that you left it at default). If you need to check something 40 times in a second, then it's the right place to put it. But if it's something that does not, then there's probably a better place to put the code.

The parallax, is likely the correctly placed, since you need to track player movement.

But the stats, probably not. You are tracking the BG sprite, so after you change that BG image, just update the label?
#288
Just wanted to say to keep posting.  (nod)
My experience with dynamic sprites is rather limited, so I can't help, but I always enjoy reading and learning. :)
#289
I think you need to stop referring to "level 1" and "level 2"... since there is no "level" in AGS it only makes sense to you, and we need to keep having to figure out what you are actually referring to.

So, if level 1 = room 1 and level 2 = room 2, please say "room 2" instead of "level 2". :) Otherwise please explain (same room, different room configuration?)

The way you currently have room_load setup up does the following:

Sets everything up.
Saves the game slot 2 the first time you enter the room.
Restores the saved game slot 2 and "erases" everything you did before (but that you had saved anyway).

But you never setup your characters differently in case Arriveebateau==true.

And I'm confused, in which room are you? 1? And the characters you are sending to room 2, who's the player character?

I'm not sure what Gob2Haut does and where it's setup, but in a bool  you only have false or true, this means that you don't need to check if it's true and then check again if it's false.

So you just need to check one for one of the conditions, and finish with an else.
Code: ags

if (Gob2Haut==true) // do stuff
else // do other stuff
#290
I'm not sure what you mean by "sub-level".

But
Code: ags

 if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
 else if (Arriveebateau==true) return; // this line is currently not doing anything. 


The return; means "do nothing and end the function". You only need this one, if you have a condition after it, like else that will do something else every single time all the above are false (note, that you can also have as many else if as you need).

If you want to "reset" the level, then you need to RestoreGameSlot(2);. Would that happen when the if is false?
If so, try this:

Code: ags

 if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
 else if (Arriveebateau) return; // you don't need to == when it´s a bool.
 else RestoreGameSlot(2); // this will restore the game if the above are false


Or, since at the moment you don't really need a line that does nothing, you can just check if the bool Arriveebateau is false:

Code: ags

 if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
 else if (!Arriveebateau) RestoreGameSlot(2); // Placing a ! in front of a a bool means you are checking if it's false. And if it's false, then restore the game slot. And since there are no "else" bellow the function will end here, meaning it will not restore if Arriveebateau is true.


Just a note/tip, I always make my bools be a question, so I can automatic reply yes/no in my head. It's also useful to differentiate from ints or strings.

So, I would have named my bool hasArrivedToBoat.... And now I know exactly if the answer is yes or no.  ;)

Note: you can use the # button to add the code tag, or just write [ code=ags ] (without the spaces), paste your code, and then finish it with  [ /code ]. It'll look so much better for us to read your code.  ;)
#291
Oh, had no idea it could break a line at the punctuations.  (roll) Thanks for the info!  :-D
#292
AGS Games in Production / Re: Peckham 1503.
Wed 20/10/2021 11:18:49
Maybe just adjust gamma/contrast, to make colours a bit deeper would work? Just make sure to keep a backup of the original ones, in case you can't find a fix. Or maybe try the AGS features that allow to change character's hue and stuff in game (probably called light and tint)? That way you don't need to change the sprites, and can code some subtle colour change. I never used these, so no idea if they can serve the purpose. But worth a try (since it's easy to code and test) before changing the sprites.  ;)
#293
This is just a suggestion that comes to mind, no idea if it would work or not, since I don't know if you have animation going one in the viewport when you drag it.

But considering that maybe it's just a still image, maybe you could take a screenshot of the viewport room, and then use that as the BG for your GUI while you are dragging it around. Then once you stop dragging you would just turn back to the normal transparent BG to see the room. (or if it's easier, just have a dummy GUI with the BG screenshot and switch to it while dragging).
#294
AGS Games in Production / Re: Peckham 1503.
Wed 20/10/2021 10:14:04
Graphics look stunning!  (nod)
My only "complain" would be that the characters seem to blend with the BG, maybe when they're animating they won't, but I had some difficulty locating the main character, and he also almost vanishes on the last one (but by now I knew what he looked like and didn't took me as long). All the rest... perfect!

Good luck with the project.  (nod)
#295
If you taking about really long lines of code, I believe there is not.
#296
1: Objects exist only in the room they are created. If you want to have a button that you can hide/show in all rooms/levels, then I suggest you create a GUI and place it there. If you want to continue using objects you can, but you'll have to create that object from scratch in every room.

If you mean that you want to see that object when you load the room, then just add oName.Visible=true; to your room load function. (oName is of course, your object name).

2: To answer this question, we need to know what template you are using, if any. But basic concept is that you turn off the GUI's visibility. gGuiName.Visible=false; However, if you are using a template, the template might have code to make it active even if you turn it off. Therefore, we need this info.

There are several Frenchmen (and women) in this forum, and I believe there's even a French AGS forum. I can't write proper French, but I can read it.
so there's god opportunity for help in French.
#297
AGS Games in Production / Re: The Rat Pack
Sun 17/10/2021 12:11:07
Congrats on the release!   :)
#298
Again, it's the same problem.

You can't restore a save game and change the room in the same function.

What you need to do:

- In the Menu room: put your exit code:

Code: ags

function oDec01_Interact()
{
  cGob1.SetAsPlayer(); //
 
  player.Transparency=0; 
  cGob2.Transparency=0;
  cGob3.Transparency=0;
 
   player.Clickable=true; 
   cGob2.Clickable=true;
   cGob3.Clickable=true;

  cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
  cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
  player.ChangeRoom(1, 129, 171, eDirectionDown); // note: player character exists the room last, every time!
}


Now on ROOM 1 script:

Code: ags

function room_Load() 
{
   if (Game.DoOnceOnly("Save level 1")) SaveGameSlot (1," room 1 initial state "); // saves the game level the first time you enter
   else RestoreGameSlot(1); // It reads the saved game every single time you enter this room again
}


However, you also said that the reason you can't used rooms 301 and above is that you don't want to reset every time, so here's a variation of the code:

Code: ags

function room_Load() 
{
   if (Game.DoOnceOnly("Save level 1")) SaveGameSlot (1," room 1 initial state "); // saves the game level the first time you enter
   else if (hasFinishedLevel1) return;  // This will do nothing (not reset the room) in case the player has finished level 1 (hasFinishedLevel1 is a bool variable that is set to false at start and changed to true once the player has finished level 1)
   else RestoreGameSlot(1); // It reads the saved game every single time you enter this room again AND the above line is false
}


Note that you can have as many else if as you need in order to do meet whatever conditions you need.

Also: What is your native language? This is a pretty international forum, and maybe someone here can help explain to you in your native language.  ;)

#299
Early access, sounds to me like you are paying to be a beta tester.  (wtf) And paying for a demo? Unless it's a short game that isn't part of the full game, then no. A Demo is short for "demonstration" and is meant to try and sell the game, and for me it should be free. It's a "play a bit and see how you enjoy it".

So I would not pay for for EAV or a Demo. But then again, I'm the wrong target, since I don't buy games anymore.  :-\

Here's a good exemple of good sales tactic (though it's a book):

A few weeks ago, there was this "book week" where children from 9 to 12 could go to a book shop and get a free book. So, since our son is 9, we went and got this free book. He started reading it, and thought it was rather boring, but since he had nothing else to do (I had punished him with a week off computer/tablet/tv) he continued reading the book. The day after it was starting to be interesting and by the time he was done reading it (the end of the week - it was a rather big book might I add), he was hipped and could barely wait to read number 2. Number 2 will be lunched on the 19th  so I decided to get it and give it to him for his birthday (the 20th). Had he not gotten this book for free, he would never have read it and I would never have bought nr.2 ... and will likely get nr.3 as well (think i's suppose to be a trilogy).
So free book = more sale... Probably a good deal for both the author and the publisher.  ;)
#300
I googled it, just out of curiosity. Would never have guessed it though.


It is a real word, but in latin of course.  (laugh)
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