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Messages - Da_Elf

#501
1t question..whens it going to be finished!!!!! hehehe
hopefully people like my part in it (:
#502
ive used
Code: ags

SetGraphicalVariable("seengetafix",GetGraphicalVariable("seengetafix")+1);

In my globals which lets me keep track of how many times ive spoken to a character since the conversations change depending on that. so yes you can affect your graphical variables from inside your global script.
#503
the regions are exactly the same as the walkable area. and the equation i use only happens when on region 3. otherwise it used ADS's normal continuous scaling. Region 3 (or walkable area 3) only goes between 230 and 265. the error doesnt happen when its there though. it happens when the character gets to the hotspot. according to my mouse possition over the hotspots walkto point the character is within a walkable area and it says the character should be 12%.

hmmm. ive never heard of the .Stuff comand. what does it do exactly? or do you mean that i should replace stuff with the needed commands like player.manualscaling = false

EDIT
forget using the hotspots walkto function, i just inserted a simple ...player.Walk(x,y); into the code which works just fine with the code i already have.
#504
this is my room code and the room with walkable areas and regions being the same. Sorry about image size, this is my audio computer I'm doing this game on right now and there isnt photoshop on it and the graphics card n my work system fried. Ill try to crop it somehow in paint....


Code: ags
// room script file

#sectionstart region3_a  // DO NOT EDIT OR REMOVE THIS LINE
function region3_a() {
  // script for Region 3: Player walks onto region
SetWalkBehindBase (1,400);   
if (player.ID == 0) {
cEgo.ManualScaling = true;
}
else {
  cGeta.ManualScaling = true;
  }
}
#sectionend region3_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart region2_a  // DO NOT EDIT OR REMOVE THIS LINE
function region2_a() {
  // script for Region 2: Player walks onto region
SetWalkBehindBase (1,0);  
SetAreaScaling(3, 100, 100);
}
#sectionend region2_a  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart region3_b  // DO NOT EDIT OR REMOVE THIS LINE
function region3_b() {
  // script for Region 3: While player stands on region
if (player.ID == 0) {
cEgo.Scaling = ((((299-player.y)-34)*2)+30);
}
else {
  cGeta.Scaling = ((((299-player.y)-34)*2)+30);
  }
}
#sectionend region3_b  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart region3_c  // DO NOT EDIT OR REMOVE THIS LINE
function region3_c() {
  // script for Region 3: Player walks off region
if (player.ID == 0) {
cEgo.ManualScaling = false;
}
else {
  cGeta.ManualScaling = false;
  }
}
#sectionend region3_c  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart region7_a  // DO NOT EDIT OR REMOVE THIS LINE
function region7_a() {
  // script for Region 7: Player walks onto region
Leave(12, 13, 683, 102);  
}
#sectionend region7_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart region4_a  // DO NOT EDIT OR REMOVE THIS LINE
function region4_a() {
  // script for Region 4: Player walks onto region
SetAreaScaling(3, 30, 30);  
}


EDIT BY ASHEN:
You can use the width and height properties in the [ img ] tags to shrink it down, until you can ul a smaller image.
#505
i dont use the pre-done things like choose from the list to remove an object etc etc. i use the script window to enter in my script. normally i will do something like add an event which uses variables then create my graphical variable then ill delete that event. the variable is still there and can be used but i access it from scripting. i am using 1 global variable though and thats the script someone showed me to get time to advance every time i changed a room.
#506
I know this should be in the technical section however i didnt want to start another post about the same scene ive already got a post going for.

basically the walking works perfectly when i do it manually. however i made the ocean a hotspot so that you can click on it to look and touch and i set a walkto point for the ocean. when you use the hand on the ocean it does the walkthrough yet ignores my script to alter the walkbehind line then it crashes and tells me that character.scaling should be between 5 and 200. which it is.
#507
Critics' Lounge / Re: Orchestral work
Mon 27/11/2006 14:42:14
what are you using to do this? there is something called symphonic orchestra which sounded great to me
#508
Critics' Lounge / Re: New backgrounds
Mon 27/11/2006 14:35:58
normally i keep all of my backgrounds as psd files and only convert to png when ready to take it into AGS. As for perspective its definately messed up when thinking about a side scrolling game since there should be a perspective shift somewhere but since its a 2d game only you cant get that. (although i have managed to fake it in my game...something ive been hiding in my game for now but you guys wil get to see it when i finish stage2 of my game)
#509
i find i tend to use graphical variables alot
#510
should be easy. when you compile your game if there is code it doesnt understand due to code changes it will let you know. when i went 2.71-2.72 the 1st thing that i had to change was using dialog(0)
#511
http://www.imdb.com/title/tt0087175/

its been ages since i saw this film but i really enjoyed it.
#512
my guess is that the NPC will be walking either a set path or walking a random path but will rush after to Player when he/she is actually facing the player.
#513
sorry for bumping this but the code might come in handy. i couldnt figure out how to use those modules so i continued to figure out my equation.
basically in my screen at the top of the hill i want my character to = 100% scale and at the bottom = 30%. using the mouse possition in my room editor i knew that the highest point = 230 and the lowest was 265 since in ags it measures the lowest point as the largest scale i wanted to inverse this to make the lowest point the smallest scale (30% scale) so i put the mouse pointer at the bottom and found out that the lowest pixel was at 299.Ã,  to inverse i had to take 299-player.y
now I'm more or less working from the bottom of the screen rather than the top and the figures i got were 30% scale was at 34 from the bottom and 100% at 69 from the bottom. I worked out that there was a difference between the two of 35. Next i had to figure out the ratio between difference in scale and difference in y possition. to do this i used the equation of (R(ratio) x 0)+30=30. This being the case then i know that (R x 35)+30=100. i can now work it out that R=2 in my scene. (basically that 34 i decided to zero off so that i had a zero in my equation to help out. its just a matter of moving the y possition bracket of 35 difference by 34 pixels. So now i can come up with my final equation..remember we need to move that bracket back to its proper location. my equation is now....

cEgo.Scaling = ((((299-player.y)-34)*2)+30);

TADA!!! wheee. I'm sorry but I'm pretty happy with myself right now. I set this in the "while player stands on region" and i put the manual scaling true and false on both the "when player walks in..." and "..walks out..." in that same region (region 3)

EDIT(grrr)

damn. I'm no longer prowd of myself :( there is a glitch where the scale for that walkable area need to have continuous scaling turned off for the manual scaling to work. however when i put the manual scaling to be turned on by "if player walks onto region" there is a split second where the player uses the rooms scale before manual scaling turns on. therefore if i set the character to be 100% then at the top when he walks down the path everythings fine but at the bottom where he should be 30% when he is walking up the hill there is a moment where the rooms 100% is visable before manual scaling takes place.

EDIT EDIT (WHEE)

fixed it. all i needed to do was use SetAreaScaling(3, 100, 100); on region 2 which is at the top of the hill and will set that tricky region/walkable area 3 part to be what i need. then used the same but with 30,30 when someone walks onto region 4
#514
actually in contrast to the brightness of the exterior light the light from a laptop is extreamly dim not to mention that whats wrong with the laptop is that at that viewing angle the screen should be even duller due to the nature of LCD screens. where i should have put glow is at the window since its so bright. normally when doing a job for a client i will tend to put in some glow but sometimes clients are actually bothered by it even though the glow is closer to realism and we all know the rule that the clients always right. The great thing is usually i work with an interior designer so my job is just to put the scenes together and i dont even need to worry about furniture possition or selection or color (:
#515
and dont forget to check out http://www.turbosquid.com for models. when you sign up and do a search on an item make sure that you click on sort by lower prices. this will sort it so the free models (if there are any) are shown before the rest.
#516
oh sure. make all the work and calculations ive been working on useless hehehe kidding this looks good

I'm using 2.71 of AGS. this script sounds like something i would love to use in multiple places however i guess I'm too new to AGS to know how to use this in my game. I'm now getting used to using functions and headers whats forum policy on private messages? could i message the writer of this module to ask for help so i dont clog up the forum?
#517
here is something that comes up when discussing lighting for interior design. lights mounted in the room as you have give great downward lighting however the roof is not lit by the lights as you see here. typically the roof is lit by the light bouncing off the ground and walls in 3d this is done by putting fake lights under the floor pointing back up to the roof or by using GI which will do it automatically. the quality of that bounced light is also related to the coloring of the floor and walls. the darker the surfaces the less light your roof gets and the darker your room feels overall. when using GI its been a problem when dealing with bounced light. vray has a work around for it in the full version. i had a tutorial on how to fix it before the official work around was implemented into it.
to brighten this image up i had to use my method since i did this before the work around was implemented.
http://www.elfpro3d.com/GS/Trident/bathroom1.jpg
#518
actually I'm having a problem though. walkable area 3 technically should have for tha continuous zooming a zoom level of 100-30 in my case. since the highest point is usually the smallest number on background in this particular case we need to invert that and have the highest number being the highest part of walkable area three. so in my case i need to have it as 30% to 100% however AGS wants to auto correct it when i save the room.
EDIT

is it possible to set character scale manually by scripting? and if so could i setup a script that states something like this (not written in real scripting language)
[based on a room for example thats 200 pixels high for easy calculation sake]

if character is on region 3
set character scale to ((getcharacter y possition / 200)*100)
forgive the equation but i would need to do the calculation properly to basically make that area between lets says y=100 pixels high and y=150 pixels high to be in ratio to the character being at 100% scale at 150 pixels from the bottom to a scale of 30% at 100 pixels from the bottom (of the screen)

EDIT EDIT
hehe finally found the stuff
Display("The player is at %d,%d.", player.x, player.y);
...to show me his possition...and...

cEgo.ManualScaling = true;
cEgo.Scaling = 50;

for the scaling
now to research to find out how to put this in a loop or something that will state that it always needs to find the y possition and it always needs to set the scale to the ratio of the y possition and all this needs to be dependant on the character standing on region 3

EDIT EDIT EDIT

sorry about all the editing but maybe my musing can be of help to others.
ive set that when player walks onto region to use "cN.ManualScaling = true;" and when walking off to use "cN.ManualScaling = false;" then in the while player stands on region I'm setting the scale with .. (still working on it will replace this sentance with the equation i get)
i need to inverse the hight in proportion to the scale which means in the example file since the background is between 1 and 199 if i subtract the character possition from the room hight i get the inverse i need so that region 3 is between 59pixels from the bottom and 87 pixels from the bottom with the 87 pixel location = 60%scale and the 59 pixel location = 50% however even though the ration of the location and the scale difference is 28:10 or 2.8:1 ratio, the equation to apply it into the equation of (199-player.y) still boggles me. still working on it
#519
wow. thats the most beautiful thing ive ever seen. whocares about detailing and colors and composition. IT WORKS!! and thats whats important isnt it.
#520
its as khrismuc says, there are certain overlapping parts to this. its way more comlicated than simply reading about the walk behind area which i already know about monkey
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