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Messages - Cenobite888

#1
Thanks for all the replies.

I determined it has something to do with the eBlock parameter.

The logic which I am trying to follow is as below:

Character needs to pick up a stick at located (x0,y0)
Stick becomes invisible once character picked it up
Character needs to throw stick at an apple in a tree
When you carry out the instruction "use stick with apple in tree" the character will move to location (x1,y1)
To make the animation of the stick moving from the character into the tree, the stick needs to move from location (x0,y0) to location (x1,y1) while being invisible.
Then the stick will become visible at (x1,y1) and move to (x2,y2) which will make it seem as if the character is throwing the stick into the tree.

The Alternative of moving an invisible item is to probably add a duplicate item at the position you wish for the animation to take place and just keep it invisible until you need it.

The Better alternative is to change the x & y coordinates of the object as CassieBSG rightfully said.  The tutorial also recommends doing this.


#2
Hi all

Have any of you experienced non responsive behavior in a game when you try to move an invisible object?

The code that works is as below:

function oApple_UseInv()
{
if(cFoxyMonk.ActiveInventory == iStick)
{
  if(Game.DoOnceOnly("StickIsInTree") == true)
  { 
    cFoxyMonk.Walk(129, 174, eBlock, eAnywhere);
    oStick.Visible = true;
    cFoxyMonk.FaceObject(oApple);
    oStick.Move(oApple.X, 48, 4, eBlock, eAnywhere);
    oStick.Move(oApple.X, 170, 4, eBlock, eAnywhere);
    cFoxyMonk.LoseInventory(iStick);
    oApple.Move(oApple.X, 180, 4, eBlock, eAnywhere);
    oApple.Baseline = 0;
    Display("Good shot! The apple falls out of the tree and lands on the ground with a thud.");
   
  }
}
}

If I go and make oStick = True a comment i.e // oStick = True so that the stick remains invisible, and try to move it, the game becomes non responsive like it entered a long thinking loop.

Any Ideas what could be causing this?
#3
Hi all

I figured it out.

To use continuous scaling you not only need to set it in the walkable area's properties but also in the character's properties by setting UseRoomAreaScaling to True.

Still would be interesting to know if there is a scripting method for this.
#4
Hi all

I'm new to AGS and loving it so far.  I've worked my way through the AGS book up to scaling where my troubles are starting.

I don't seem to be able to scale my character by changing the values in the properties pane of the walkable area ID1.  When I change the values, absolutely nothing happens.  I'm not sure if I'm missing something here.

When I script the scaling as shown below, I obtain a degree of the scaling I require.  The only problem is I wish to have continuous scaling and not just singular scaling.

i.e 

cFoxyMonk.ManualScaling = true;
cFoxyMonk.scaling = 88;

My question is 2-fold :-

1)  Is anybody else experiencing the same scaling issue when using AGS version 3.5.0? (Using the properties pane)
2)  Is there a way to do continuous scaling using the scripting method?

Thank you for your time guys and again great work on the AGS book and the program.
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