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Messages - Cassiebsg

#401
Try using the name of your inventory window instead.
#402
Hi smartastreacle and welcome to the forum. :)

My first question is: How do you set up this animation? Is it BG animation, object or something else? Since you mention you have 7 frames, I'm going to assume it's an object.  :)

Answering your last question first (because it's easier): Just add the sounds on the view. Open view->Locate the Loop-> click the frame (1) and in the properties you can set up a sound for that frame. Repeate for any frame you want sound.

For random, all you need is... Random.  (laugh)

From the manual:
Spoiler

Random (int max)
Returns a random number between 0 and MAX. This could be useful to do various effects in your game. MAX must be a positive value in range 0-32767.

NOTE: Because of the way Random is implemented in AGS, the return value will never be higher than 32767.

NOTE: The range returned is inclusive - i.e. if you do Random(3); then it can return 0, 1, 2 or 3.

Example:

int ran=Random(2);
if (ran==0) cEgo.ChangeRoom(1);
else if (ran==1) cEgo.ChangeRoom(2);
else cEgo.ChangeRoom(3);
will change the current room to room 1,2 or 3 depending on a random result.
[close]

And for checking which frame your loop is on, you'll need to check in repeatedly_execute ( or room_RepExec() - you need to use the room Events to connect the function) and check for the Object.Loop.

Code: ags

if (oAnimation.Loop==5) // oAnimation is whatever name you gave your object.
{
    // do stuff, like decrease the health bar, etc
}


Hope it helps.  :)
#403
I noticed that, but one still needs to go one by one and change it, I'm guessing.

Quote
Simply the fact that you have to "prepare" it for use by doing "first time right" already illustrates how weird it is.

That's also true, I think the first time I used it I expected the settings panel to show up.

On another note, why does one even have to select transparent colour, if one has selected Import alpha channel?
I think it should automatically select Leave-as is and grey-out remaining options. I'm assuming that if one wants to import alpha transparency, then the transparency is set by the alpha, and thus no needs to select transparent colour. And if one wants to select the transparent colour, then deselecting Import alpha channel should be needed...

(But we're probably getting way OT discussing this in here. Maybe a split thread would be in order?)
#404
If your inventory items are sequential, you can just do a while loop for those inventory ID.

Or like you said, use a custom property for inventory items, set them to "Cooking" (or some other name), and then use again a while loop to check all the inventory items the player has at the "leave room function". Check if the property is equal to "Cooking" (custom properties names do not show up on auto-complete, so avoid a complicated name). Check InventoryItem.GetTextProperty in the manual.  :)
#405
OT: You can make your code look like AGS code in your posts, instead of [ code ] use [ code=ags ] (without the spaces).  ;)
#406
Okay, lets agree to disagree then.  :)

That feature has saved me a few times before, and it wasn't that  hard to fix if I accidentally re-imported some sprites with the wrong setting. It was just the trouble to re-import one and change the setting, then re-import all I accidentally broke. The way it is now, only solutions I can think of, is deleting all, and then re-importing them with new settings (being careful to import them into the same slots), or manually change the setting for each and every one... depending on how may they may be, can be a major headache. Fortuna I only use real-alpha and leave-as-is. So as long as I import my first correct, all others should be imported correctly.

But I agree, that it should have given a warning (as I did that mistake on my first game, and then wondered with am image had transparent BG where there should have been none... but I fixed it rather fast ;) and learned how the import/re-import worked).

Maybe a GUI displaying "Warning: You are about to change one or more sprites setting!" and two options: Cancel and Proceed anyway, would solve the problem without having to add more import options? This way the dev. could just cancel and make sure all the sprites selected should be changed.

#407
What? I've used it countless times and had never encounter that.  ???
I'm confused now.

EDIT: Okay, I checked... 3.5.0.23, with the new import system, doesn't do that.  :~( However, 3.4.0.13 does! So it seems like you guys broke the import system for the batch import, IMHO. Guess I just never had to use this with 3.5 before, so hadn't noticed the change.  :(
#408
QuoteHow many hundreds of sprites have I imported by now?

Just in case you haven't found it, you can "batch re-import" sprites from source. Since AGS keeps the last setting you used to import a sprite, all you need is to re-import one and then batch away. :D (One sprite folder at a time, though).
#409
That sounds likes you have clicked an event, that you called room load, and then you either deleted it from script or changed it's name to something else. load[/b].
#410
Just to make sure we cover the obvious guilty parties:
- Make sure you are importing the image with "Import alpha channel", and that you have set the transparent colour to Leave as-is.
- Make sure that in General Settings, under visual you have the sprites and GUIs to use Proper alpha blending.
- And of course, that the sprite has alpha. (but you kind have already said it does).

Also, note that in the editor you can't see alpha (sorta), so I'm assuming that the problem with the lack of semi-transparency is in game and and not just in the editor.

Hope it helps, otherwise someone more knowledge will surely come with other possibilities. 
#411
They're not my videos, they are densming's videos. I learned my AGS ABC from them.  ;)
I just meant, that I posted that exact video on another thread last week...  (laugh)
#412
Not too long I posted this:


Basically the code goes in interact with the character instead of an object.
What you need is Character.AddInventory and Character.LoseInventory, check them out in the manual.  :)

But the code could look something like this:
Code: ags

player.Say("Here's your money");
player.LoseInventory(iMoney);
cOther.Say("Looks good. Here's your key!");
player.AddInventory(iKey);
player.Say("Goodbye.");


PS - (Chomba ninja...  (laugh) )
#413
Yes, looking much better. (nod)

I really like the level of detail you have on the path and fence. I think you hit the nail there (where is the nail?  :-D )
I liked the 1st weel detail, though. The new one is too much. The roof just needs a very small detailing, like the fence, to give it "texture". The house and back wall seem off, and don't math the "cartoon/comic" feel.

And then there's that grass, that dominates the picture but has zero detail and is too saturated in colour. Tone it down, please. Shadows in grass will never have that perfect outline, because grass isn't flat (unless that's a plastic coated cement slab painted green, in that case it's perfect!  ;) ). So you need to find a middle ground that has so "little" detail like the fence and path but still transmits the grassy feel.

Keep up the great work.  (nod)
#414
Avatars doen't need to be in pixelart. Just pack your character and send it over to Snarky when the time comes.  :)
#415
Yes, like eri0o said.

Think of it like this:

Code: ags

if // You always need this one in a IF condition.  ;)

else if // You only need this if there are other conditions that can happen and you want a specific thing to happen. You can have as many as needed.

else // You only need this one if you want a default action when all of the above are false (in this case, you want the character to walk there).


Hope it helps.  :)
#416
I'll be getting my second one on the 15th.  :)

My experience would have been like WHAM, except I ended up having to wait about 30 min. in a "line" that consisted of an area (where there was about 8 to 10 chairs), and you needed to self control when it was your turn...  :( The nurses/doctors come and called for "the next one" instead of pulling the names from the order in one each arrived (since by this point they had scanned our card to make sure we had an appointment). And when I sat I didn't noticed there was a row behind me (they were sitting against the back wall).  (roll) Can't say good organization was in place.  :~(
#417


Less saturation.  ;)
#418
I think this one looks much better to be honest.  (nod)

If you going for a Simpsons style, here's some inspiration:
Spoiler

[close]

Make the shadows less hard. Even the Simpsons uses soft shadowing.  ;)
#419
I agree with that's been said. If you want a comic book like, then find some references to the style you want to achieve and go go nuts. Comic books are usually hand drawn, and require some more detailing that what you have. Like grass, pebbles, wood texture on the fence. You can apply a filter, shader or texturing to make it look more hand drawn.

If you want cartoon, then more or less the same apply, you still need more texturing, or the image just looks flat and boring. As right now, it could just be drawn in paint and then used a single colour fill.

Here's a bunch of 3D movie cartoons for good inspiration: https://www.thisgrandmaisfun.com/20-best-animated-3d-movie-list/



#420
View names have to be used in all caps. VSTAR.

Code: ags

function room_FirstLoad()

{
  object[0].SetView(VSTAR);  // AGS code is case sentive, and setview is not the same as SetView
  object[0].Animate(1,1);
}



Note that, when you are in the room, you can call the object by it's name. So you could have it this way (assuming your object is called oStar:

Code: ags

function room_FirstLoad()

{
  oStar.SetView(VSTAR); 
  oStar.Animate(1,1);
}



EDIT: changed Object[0] to object[0] as Khris mentioned bellow. (I didn't caught that one.  :-[ )
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