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Messages - DoorKnobHandle

#1761
Several others have already answered your question, but whatever...

Here is my attempt:

CREATING A CHARACTER FOR YOUR GAME

Follow these instructions step-by-step and you will be fine. Ask if you have any trouble or if you are not sure about what to do at a point.

1. Draw your character in a program like MS Paint (you said you already did that). You need to draw him in all possible poses (front view, side view, back view) and later on you also need to draw every single frame for the animations (walking, picking up something etc.) but for now let's keep with only one image: the front view. So you draw him facing towards the viewer.

2. Save your image (File->Save As) into some location on your hard drive. Ideally you would want to create a folder for all images in your game (for example "C:/My AGS Game/", then you could save him as "C:/My AGS Game/Character.bmp"). Make sure to save the image as .BMP and not .JPG or something else.

3. Now it's time to switch to AGS, so start the editor and load up your game or start a new one.

4. Select "Sprite Manager" on the right side of the editor.

5. Now right-click somewhere into the big white area to your right and select "Import new sprite..." from the menu.

6. A little window will pop up, click on "Import from file..."!

7. Now you'll see a standard windows dialogue window. Select your character image from where you saved it before (in my example it was "C:/My AGS Game/Character.bmp") and double-click on it.

8. Now you are taken back to the little window from Step 6. You should see your image in this window by now. Click on "Grab entire image"...

9. This should then add the image to your game. You should now see it as entry in the big white area to your right.

10. Next click on "Views" in the left menu (one entry after "Sprite Manager") and click on "New View" at the bottom of the screen.

11. This should add a new entry to the list on the middle white area called something like "VIEWXX" where the X's are replaced by some numbers. Make sure that this new entry is highlighted and thus selected by clicking on it.

12. Now it should say "Loop 0 (down)" to the right. Click on the text that says "New frame" and then double-click on the blue cup image that gets inserted.

13. The next screen looks familiar: We're back in the "Sprite Manager". Now double click on your imported image.

14. This should take you back to the "Views" page - now your image should be the first image under "Loop 0 (Down)".

15. Allright, the view is set up, now we come to the final step: the character. Click on "Characters" on  the left side (one entry after "Views").

16. Then click on "New Character" at the bottom of the screen. Highlight the new entry in the list (like you did with the view before) and click on the button that says "Normal view: 0".

17. A little dialogue should appear where you can insert the number of the view that you created before. If you don't remember it, than click cancel and switch to the views screen, remember the number and repeat the above steps.

18. Now you're done. You'r character is there. You should now adjust some settings for it, that you can find in the "character" view (like "player character" or its position etc.)



Phew, this was quite a detailed explanation, but still - in a few days this will all go in less than 2 mins, I assure you.
#1762
The "return" keyword stops the function and returns the following value. If you only put "return;" then you don't pass a value (maybe in a void-type function) but you make sure that the functions is not processed any further.

Example:

Code: ags

void DrawBullet ( int x, int y )
{
   if ( x < 0 || y < 0 )
   // if either or both x and y are less than zero
   {
      // then display an error and don't continue this function
      ShowError ( "Invalid position at %d,%d in for DrawBullet!", x, y );
      return;
   }
   
   // an "else" statement is now obsolete since the function will
   // only even get to this part if x and y are both greater or equal to zero
   RawSetColor ( 3 );
   RawDrawWhatever ( x, y );

   // now we are done with the function
}
#1763
They use similar systems to those that are used in firstperson-shooters. The rooms and characters are three-dimensional models and the collision detection works like in any fps games. You just can't move the camera and you don't use W, A, S and D to move the player around but you click your mouse on the screen to move there.
#1764
(1) Move the struct definition outside of the "game_start" function and to the top of your script.

(2) The function StrFormat expects variables of string-type and not integers as you define them. With the newest version you can just change Stilette.str to a (const) string and int str to string str.
#1765
AGS Games in Production / Re: Spooks~July MAGS
Sun 18/12/2005 18:25:22
Quote from: MrColossal on Sun 18/12/2005 18:16:50
There now we can find out!

How did you do this LGM? How did you stumble apon this thread?

I ask because maybe there's a way we can avoid that happening in the future.

I personally think, that this is the downside of the "search-feature" (yes, tremble! the oh-so great search-feature HAS a downside): People search for certain terms and then find threads, read them and post. But they didn't notice the date. Try it out for yourself - it's very easy to do that mistake. I made it, too. :)

How else could this have happened? I don't think he clicked back 30 pages of threads...

To prevent this in the future, you could add a red "this thread is old" warning next to old thread titles when you are viewing threads, that you have found during a search or something...

#1766
General Discussion / Re: Draw a House.com
Sat 17/12/2005 19:07:20
Wee, I added my house.

The dream of every rockstar.

I suggest that my neighbours make their walls a little bigger, because my Mesa Boogie Power Amp rocks!!111!11
#1767
It's possible and rather simple to do.

Here's a small demo I made months ago using version 2.7 - it is already compiled and you can play it, but it also included the source code, so you can see what I actually did.



It loads a map file and displays a soldier on top of it, that moves around from one tile to the next tile.
#1768
I use:

For recording and mixing purposes and effects: Cool Edit Pro
For programming instruments and drums and effects: Fruity Loops Studio 5

My songs usually have a guitar in them, which I record with either my Ibanez electric, another cheaper electric or my Fender acoustic one. I then use a Behringer V-Amp 2 for great guitar effects as well. My drums are usually programmed like all other instruments (piano, synth etc.) with Fruity Loops, then imported into Cool Edit Pro, where I do the final mix.

Works really great if you put a little time into your work!
#1769
General Discussion / Re: Christmas specials
Wed 14/12/2005 18:34:53
Quote from: Venus on Wed 14/12/2005 02:42:32
"Dinner For One" is more of a New Year's tradition actually, which is aired on New Year's Eve on about every public channel in Germany.

I give up. Girls ARE smarter. 8)
#1770
General Discussion / Re: Christmas specials
Tue 13/12/2005 21:44:00
Diner For One

This is a "traditional" here in Germany and I believe I can speak for all Europe (definately England). It's about that old guy, that serves diner and always stumbles over that lion-head-foot-thing... (you know what I mean, don't you?!)
#1771
Critics' Lounge / Re: Dancing Disco
Sun 11/12/2005 17:36:02
The perspective on the ground tiles is still off if you want them to be square sized!

This is a very quick sketch of how they should look (again: only if they should be squares):

#1772
I think it's great!!

You should keep writing it by any means! I can understand everything you're trying to say (although I am not a native speaker) and the page looks fine as well.
#1773
That's a way more compicated question. You'd either need to code your own collision control (you store the x and y position of every tile and then before you move, you check if another tile is in the way) or you could change to using characters instead of objects, I guess.

Creating your own collision control is going to be hard if you never done that and if you don't have a little maths knowledge.
#1774
You need to pay attention to capitalization.
In this case "Object" and "object" is a great difference.

This line should work:
Code: ags

object[0].Move ( object[0].X + x_offset, object[0].Y + y_offset, 3 );


It will move the object 0 to a new position (replace x_offset and y_offset with your values for the new position) and it will use a speed of 3.

You were thinking the right way, though!

EDIT: strazer was faster.
#1775
That's strange. I use WinXP SP2 as well, and it works fine here.

Can you take a screenshot, upload it and post a link here?

(Start AGS, press PRINT SCREEN on your keyboard when your problem is visible on the screen, open a program like MS Paint, press CTRL+V to paste the screenshot, now you should see your screen showing the problem as paint document, save it somewhere on your hard drive as JPG image, go to www.photobucket.com or www.illhostit.com or a similar service, select the path to your previously saved screenshot on your harddrive, click on "upload", wait until there appears a message saying something like "upload complete. the new link is: www.blablabla.com/image.jpg, copy the link by selecting it and pressing CTRL+C, come back here to the forums and reply to this thread with the link pasted in your post [CTRL+V] ).
Sorry if you knew all that already, I never realized how many steps it takes to take a screenshot, upload it and show it here.
#1776
General Discussion / Re: Good morning
Mon 05/12/2005 13:46:11
Mornings are awful in general. Monday mornings are the worst case though. Well, what do you expect. ::)
#1777
Beginners' Technical Questions / Re: night/day
Sun 04/12/2005 21:00:56
Either make new rooms or use the "SetBackgroundFrame" function to set the background image accordingly whenever the player enters that certain room.

For closer information, please refer to the manual!
#1778
Beginners' Technical Questions / Re: night/day
Sun 04/12/2005 17:55:24
You can either use different backgrounds or use the screen tint functions. But usually you really should use different backgrounds, because then you have more control over how things will look. Example: A room with lights off at day and then when it's night, you wouldn't want to simply tint the room all darkbluish, but maybe turn on that light and thus have different shadows...
#1779
I've seen this on another forum!

Here's the complete list:

Spoiler

Alice in Chains, B52's, Animals, Beach Boys, Bee Gees, Black, Black Crowes, Blind Melon, Blondie, Blues Brothers, Blur, Byrds, Cake, Cars, Cornershop, Cowboy Junkies, Cranberries, Crowded house, Cypress Hill, Dead Kennedy's, Deep Purple, Dinosaur Jr., Doors, Eagles, Eels, Eminem, Fish, Garbage, Gorillaz, Greenday, Guns 'n Roses, Hole, Iron Maiden, Jewel, Kiss, Korn, Led zeppelin, Living Colour, Lemonheads, Madonna, Manic Street Preachers, Matchbox 20, MC Hammer, Men at Work, Monkeys, New Kids on the Block, Nine Inch Nails, Pet Shop Boys, Pink, Pink Fairies, Police, Postman, Prince, Queen, Radiohead, Ratt, Red Hot Chili Peppers, Rolling Stones, Roots, Scissor Sisters, Scorpions, Seal, Sex Pistols, Shadows, Silverspoon, Simply Red, Smashing Pumpkins, Strokes, Talking Heads, Tatu, Twisted Sister, U2, Yellowman, Wings, White Stripes, Whitesnake, White Zombie,
[close]

EDIT: Good job though! I knew most of those bands but couldn't figure'em out for some reason...
#1780
Ah, thanks a bunch, monkey_05_06!
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