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Messages - De-Communizer

#1
Quote from: Chicky on Fri 04/06/2010 12:32:15
Why has the doctor developed into a gay icon?

Because he's a character who's male, and on TV. What have you got against gay icons, anyway?
#2
Are these advanced tactical bears like in Red Alert?

Also, how do you plan to implement play-by-mail? I'm intrigued, I'd probably use it.
#3
I understand that the things drawn on the background appear under, and things on the GUI appear over, but I'm still unclear as to the means by which I draw on the GUI rather than the background using drawingsurface. Is this akin to using something other than "GetDrawingSurfaceForBackground"?
#4
Ah, one last question on this - you say I need to use a GUI's background graphic for drawing above. Firstly, what would I do to accomplish this rather than drawing on the background?

Secondly, does this mean that things drawn on the GUI background have a position based on the screen, rather than the room?
#5
Ah, brilliant - that was exactly what I was lookingf for. Many thanks!
#6
The manual doesn't seem to be particularly forthcoming about it (or I'm being dense), but does the drawing surface make things appear underneath or over the top of characters? If I tell it to draw a yellow circle on the screen, is that going to stay there on top of any characters and objects, or does it look like it's just affecting the background? Otherwise, is there any means of just keeping things done on the drawingsurface in the background?

Incidentally, since I'm just starting out with it, are there any decent tutorials for the drawingsurface? Everything I've found so far seems to be obsolete (referring to everything as "rawdraw"), or doesn't answer my questions.
#7
I can agree about the difficulty, but I've been able  to redock afterwards.  I would probably have gone for less obtrusive music though! Nice menus too, very sci fi.
#8
Adventure Related Talk & Chat / Re: Heavy Rain
Sat 27/02/2010 12:57:12
My brother and I have both had separate playthroughs, and both come up with a different storyline all the way through - it's not just a matter of the endings changing!

Spoiler
I ended up getting Jayden killed in the junkyard - there's no quickload to bring him back from the dead, and felt like a much more tangible loss. Similarly, it felt a lot more like a horrific blunder when he shot the fanatic (I was confused, I tells ya!)
[close]

Still, managed to get to the end. Now I'm going to see if I can do it without
Spoiler
losing a finger.
[close]
#9
Ohhh, I see. I thought I'd told it to not care about walkable areas, but that's what I'd overlooked. I guess I'm just being silly tonight!
#10
They were initially in a function being repeatedly executed. I moved them out into repeatedly_execute on their own, but still no joy.
#11
I'm sure I remember, and that I'm not just imagining it, that years ago on 2.7 and before I could make a room loop around when a character walked too far to one side. Having been unable to figure that out these days, I've resorted to something else.

My resolution is 320x240, but my room is 640 in width. As the character moves (with pressed arrow keys), the view follows them, and when they get to the edge, I told it to do this:

if (player.x>640)cEgo.x=-3;
if (player.x<0)cEgo.x=643;

Nothing seems to be happening, though. I've a feeling that it's something to do with the Viewport? No idea though, but I'd be most gracious if someone could point me in the right direction.

Merci beaucoup, and Merry Christmas!
#12
I've been looking through, but not thus far been able to find in the forum already (though I'd have thought there'd be something, it seems like such a likely problem for people to come across). In "repeatedly_execute", I've got:

if (Thrust>0) Thrust = 0;

     if ((IsKeyPressed(eKeyUpArrow))&&(Thrust<100)) {
      Thrust+=100;
      player.ChangeView(2);
      player.Animate(1, 3, eRepeat, eNoBlock);
   }


What it does is make sure that if the up key is being held, Thrust is 100, and it reverts to 0 when not being held. The problem is, when it animates, it sticks on the first frame of the animation, until I release the key, and it starts animating just when I don't need it! How can I make it animate when it's held, and revert to its normal loop when I let go?

Thanks for your help!
#13
Something like this?

Code: ags

// Set the first one

  Rainbow[0]=Random(10);

// Make the second one not equal the first
  while (Rainbow[1]==Rainbow[0]){
  Rainbow[1]=Random(10);
  }

// Make the third not equal either of the first two
  while ((Rainbow[2]==Rainbow[0])||(Rainbow[1]==Rainbow[2])){
  Rainbow[2]=Random(10);
  }


And keep kind of repeating the last chunk for each of the seven. It looks like that's the kind of thing you're after?

EDIT: Damn, beaten! Yours looks neater than mine!
#14
Is #4 what that Catgirl on the critics lounge was about? Even so, I'm still going to say that #1 sounds like it'd be the most "AGS" sort of thing to do (and judging by the popular opinion on here, looks like it'll probably end up the winner!), but I also think seeing what #4 leads to could be fun.

Hopefully, with #1, you won't take too much of a cliche route!
#15
Critics' Lounge / Simple style of character...
Fri 30/10/2009 19:26:50
Well, I think I'm getting the hang of this "character" lark, but I thought it'd probably be best if I get somewhat more objective suggestions about how I could improve it before I start working on walk-cycles.




At the moment, something's striking me as "wrong" about the arms on the front view, and I feel like I could put more detail into the legs, but I'm not sure how. The boots too, but being dark, I'm uncertain what I can do to give them more detail. Any advice welcome!
#16
General Discussion / Re: The Death Penalty...
Wed 09/09/2009 13:39:38


Hm, well if it's going to be on television, then how about make it a text-in electrocution? For every text they get, they up the voltage by one, until eventually the victim is dead!

Oh, hang on, this is me being executed. Death by chocolate, then!

And my last words would probably be "Wolfenstein 3d made me do it!"
#17
Ah, so it *is* the TopItem thing - I thought that was just a read-only thing to produce an output demonstrating what the top one was. Many thanks!
#18
Not sure if it's possible, or I'll have to manage as is, but I've got a custom inventory GUI. It's going to have a lot of items in it, but at the moment every time it opens, it's at the same position (i.e. the inventory window is showing the same objects) as when the window was closed. Is it therefore possible for me to return the view to the top every time the window is opened?
#19
I think I'd have to jump on the "more colour" bandwagon, possibly a dark red rather than grey all over. Or, at least give the buttons a slightly different shade to the rest of the menu.
#20
Up until now, I've been using the "Global Scripts" menu to make my variables, but now I need to make use of an array or several. Unfortunately, trying to put variables in via the script is confusing me totally, and anything in the Beginner's section seems to have been written for pre-3.0 versions. Hopefully, someone can point me in the right direction!

In the "room_FirstLoad" for room1, I've got the following -

function room_FirstLoad()
{
int type[100];
type[1] = 1;
}

So, from what I can tell so far, I've created an int array called "type", which has 100 sub-sections, and the value of subsection 1 of this array is "1". When the room loads in future, I want a label on a GUI to show the value of this int within the array. To that end, I've got:

function room_Load()
{
Box1.Text = String.Format("%d",type[1]);
}

Of course, I'm certain I'm missing something - I keep reading about "headers" and "defining" variables, but I've no idea where to put it. As a result, I get an error about "undefined symbol 'type'", and no information in the GUI label. What else do I therefore need to do to make an array work?

Many thanks in advance!
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