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Messages - DoorKnobHandle

#2241
Thanks strazer, good work with that strategy game, too.

To monkey0506:
I'm sorry if I accused your holy AGS. No, seriously I was just trying to be funny, of course I am wrong I know that. I just cant mess with AGS' logic. But you shouldnt post yourself if you cannot give me any help except telling me not to do this dumb joke...
What your help is is "Well, 2.55 * 100 does equal 255, so I don't know why it's saying that it's 200.". Thank you.

Oh and the word is not bullsting. Keep on guessing if you have the time...
#2242
Thanks for pointing that thread out for me ( I must have overseen it when I used the search button - because I used it!)

But you must be bulls**ting me with those 100 sprites. Hell no! If 100 sprites would follow the character it would prolly slow down as well anyways.

hmm...

I have another problem:

Something must be wrong with the way how AGS does mathcalculations, check this out:

in rep_ex:

Code: ags

// Mix Green/Red Color for second line according to the health level!
		int RedValue;
		int GreenValue;
		int SupportingBlueValue = 20;
		int CharacterHealth = GetCharacterProperty (GetPlayerCharacter (), "Health");
		
		GreenValue = (2.55)*CharacterHealth;	// I also tried 255/100 or 51/20 what equals the same - 2.55 - still doesnot work!
		RedValue = (-2.55)*CharacterHealth) + 255;
		
		if (GreenValue < 0)
			GreenValue = 0;
		if (GreenValue > 255)
			GreenValue = 255;
			
		if (RedValue < 0)
			RedValue = 0;
		if (RedValue > 255)
			RedValue = 255;


Now when I plugin a value of 100 for the chars health in the properties, ags tells me, that GreenValue = 200 and Red = 0... It does strange things with the other values for Health and I had to build those boundaries in the last eight lines in to get it to work at all because other wise it would have returned me values over or under 0 or 255 for the RGB func.

What in the world is wrong?
#2243
Hey!

Like I said in my last thread, I am working on this strategy game kinda like MIA.
I have the controls perfectly now, but now I am woorking on  the health system.
Right now I am drawing the health over the current character/building with "Raw"
draw functions. First I draw a big white rectangle which goes from the left to the right
all the way, then I draw a green line that represents the health, just like in most of
the strategy games like C&C or StarCraft etc.
But those Raw functions are awfully slow in 800x600 resolution, and I need to do those
in repeatedly_execute, because they need to move with the character of course...
I dont think sprites could do this very well, could they?
Is there any way to solve this problem?
Anybody ever did something like this?

Here's my code in repeatedly_execute:

Code: ags

RawRestoreScreen (); 
RawSetColorRGB (255, 255, 255);	
RawDrawRectangle (
character[GetPlayerCharacter()].x - 18, 
character[GetPlayerCharacter()].y - 51,
character[GetPlayerCharacter()].x + 17, 
character[GetPlayerCharacter()].y - 49);
RawSetColorRGB (20, 230, 20);	
RawDrawLine ( 
character[GetPlayerCharacter()].x - 18, 
character[GetPlayerCharacter()].y - 50, 
36*(GetCharacterProperty(GetPlayerCharacter(), "Health")/99) + (character[GetPlayerCharacter()].x - 18), 
character[GetPlayerCharacter()].y - 50);


Like I said the positioning works fine, but it is awfully slow... What can I do?
#2244
Thank you so much, thats true. man I was just to tired to have thought of that on myown.

I just saw that COmmando game in the game announcement area and that is honestly almost exactly what I wanted to do... well anyways. its prolly gonna turn out different anyways.


!!! EDIT: !!!

I still have problems with it. I dont want to do that running script for every character because I am planning on using a bigger amount of controllable characters.

Now I got it so far that you can change perfectly to SOLDIERB but then you cant go back for some reason!?!

Heres my version now:

Code: ags

else if (button==LEFT) 
Ã,  {
	i = 1;
	

	Ã,  if (GetCursorMode () == 0) 	// IF LEFT CLICK...
	Ã,  {
	Ã,  Ã,  if (GetCharacterAt (mouse.x, mouse.y) != -1) // IF OVER A CHARACTER...
	Ã,  Ã,  {
		while (i <= NUM_CHARS) // WHILE I IS SMALLER OR THE NUMBER OF CHARACTERS TOTAL...
		{
			if (mouse.x > character[i].x && mouse.x < (character[i].x + 18) &&	
			Ã,  Ã,  mouse.y < character[i].y && mouse.y > (character[i].y - 25)) 	
			{
				
				SetPlayerCharacter (i);
				// update selector sprite
				FollowCharacterEx (SELECTOR, GetPlayerCharacter(), FOLLOW_EXACTLY, 1);
				i = 1;
			}
			else 						
			{ 
				i = i + 1;				
				if ( i == NUM_CHARS + 1 )
				{
					
				}
			}
		}

	Ã,  Ã,  Ã, }
	 
	
	}
	 
	
Ã,  }




Man I really thought this would be easier. The hard part is that I try to keep it still usable for the use with more than two or three or five guys...

I'd appreciate any more help!







EDIT:

I finally solved... that took me 5 hours or so... wow I thought Id be easy but no way.
I can post the solution her eif someones interested...
#2245
Hey guys,

i am working on a player/selection system that works like in classic stragetgy games (The Command&Conquer Series, StarCraft and tons of other famous games. What I mean by that is the following: I have two characters in my example, they represent two soldiers - SOLDIERA and SOLDIERB. Ok, now, SOLDIER is the player char from the beginning. when i do a right click it only moves the current player character. no trouble so far. but the other half with the left click is way harder.

This is my approach (in the onmouseclick function):

Code: ags

function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) 
  {
	
	SetCursorMode (0);
	int i = 0;

	  if (GetCursorMode () == 0) 
	  {
	    if (GetCharacterAt (mouse.x, mouse.y) != -1)
	    {
		Display ("LEFT MOUSE BUTTON CLICKED ON A CHARACTER...");
		if (mouse.x < character[i].x && mouse.x > (character[i].x + 18) && 
			mouse.y > (character[i].y + 14) && mouse.y < (character[i].y - 11) && 
			i <= (NUM_CHARS - 1))
		{
			  i = i + 1;
		}
		else 
		{
			SetPlayerCharacter (i);
			
		}
	     }
	
	
	   }
	
  }
  else
  {
	MoveCharacter (GetPlayerCharacter (), mouse.x, mouse.y );
  }
}



What happens with this piece of code is that I can move my player char SOLDIERA allright, when I click on a player and only if I hit a actual player (SOLDIERA or SOLDIERB), the debug displaymessage comes up correctly, but nomatter what player I hit it always says in the console: New Player Character: Character 0 (That is Character A). So I cannot really switch.

Anybody any adwise or something? Anybody ever did this before?

Thanks for reading all this.
#2246
These few hints should help make the title screen look better:

- The "Sunrise Manor" font looks good for now. I wouldn't change it - maybe change the colors and make it a little less bright. Also you could reduce the effect, that in the middle of "Sunrise Manor" the font is brighter. This looks too standard to me. But altogether the font is still good.

- The Menu Option Buttons ("Start New Game", "Load Saved Game" and "Quit Game") are looking way to standard. To make them better change the Arial-Font. Then change the color. Maybe you could use the same font style than in the title font "Sunrise Manor"!

- Ok. The next thing is the background. This black/white color gradient is a good idea. I would keep it but maybe try to kill that "stairs"-effect. I don't know if its just there because of that compressed image format.

- And then - as babloyi said - change the blood brushes you've used. Don't use these brushes all over that image... try to create a little "lake" of blood or something on the right side of the image. It would look better, I think. However - just an idea.

Over all - good work. Keep it up.
#2247
Hey, cooles Gedicht. Da hast es drauf, mann!

A short poem from me:

Death comes to us all, of course,
The only thing for sure after your birth,
But if you think of me, I'll die with a smile,
in my face, in my mind...

Maybe I'll continue it later... I wrote these four verses in two minutes.
#2248
Hi guys,

here we go... I drew this piece in two or three hours - maybe a bit more or less.
The background contains the good old space theme... ;)
They are drawn in 160x100 and will be resized to 320x200 for the game.
I have one version in 320x200 and one for you to see in 640x400.

http://datenfunk.bei.t-online.de/AGIRoom320x200.bmp
320x200 version

http://datenfunk.bei.t-online.de/AGIRoom640x400.bmp
640x400 version

Comments, critic and -Ã,  especially - paintovers are welcome... ;)
#2249
Critics' Lounge / Re: Music for C&C
Sun 30/05/2004 14:20:37
Very good work!

My question: Where did you get these awesome violin etc. samples?

Did you record them yourself or did you download them?
#2250
Here's my interpretation of the room...

Colours: 16
Resolution: 320x200 (Room only uses 320x160 - 40 pixels left for Sierra-Classic GUI)

1X - http://datenfunk.bei.t-online.de/AGI_ROOM_0001.bmp

2X - http://datenfunk.bei.t-online.de/AGI_ROOM_0001_2x.bmp
#2251
they're really more than cool...

I think the shoes of the left one look quite strange...
#2252
Critics' Lounge / Re: WANTED: C&C on MIDI
Sat 22/05/2004 21:07:20
Next version available if you're still interested ^^...
(Length 2:14 now)

http://datenfunk.bei.t-online.de/Song40-6.MID
#2253
Critics' Lounge / Re: WANTED: C&C on MIDI
Sat 22/05/2004 15:43:12
Here we go - the next version...

Now it is one and a half minute long.

http://datenfunk.bei.t-online.de/Song40-4.MID
#2254
haha if you pixelate your picture with mspaint by saving as gif, it will be noisy and distorted not pixelated...

for example the transparent areas of your sprite will pixelate too and the pixelation (<- is this correct? ^^ ) will not be good looking because it will for example pixelate red areas with green noise etc.

summarized: it will look crappy.

use paint shop or photoshop pixelate effects or half-size and double size them
#2255
Looks really good (like Maniac Mansion or Zac Style!)

Maybe some floor and wall details!

Keep up the good work!
#2256
Critics' Lounge / Re: WANTED: C&C on MIDI
Fri 21/05/2004 17:51:13
Here we go:

- Fixed the strings

http://datenfunk.bei.t-online.de/Song40-3.MID

EDIT: Wait a sec... I forgot to shift the strings... I'll modify this post again when I did it!!!

EDIT: Ok. I fixed another shifting problem as well. In a few seconds the new version should be available. Please use the same link (http://datenfunk.bei.t-online.de/Song40-3.MID)

Thanks!
#2257
Critics' Lounge / Re: WANTED: C&C on MIDI
Fri 21/05/2004 17:30:43
Thanks for your quick reply.

Here's the second version.

+ Added the strings
- Lowered the volume of the organ
- Changed a little bit of the intro

http://datenfunk.bei.t-online.de/Song40-2.MID
#2258
Critics' Lounge / WANTED: C&C on MIDI
Fri 21/05/2004 17:09:34
Hey guys,

after working a long time on good mp3s, I now decided to do some midis again.
My last production is this short introduction of a main theme for a game which will
contain a mood like "5 Days A Stranger" by yahtzee - what means sad and so.
I've worked only about thirdy minutes for it and I know it is no great written and
composed piece of music but I think it is enough for a good old adventure.

Some of you may hear this new ring tone from MTV (I think it is called Roque) in
this song. But if you do so, be sure that this song is really my own work and not
copy and pasted or so. In fact I don't know why it sounds a bit like this ring tone,
but I guess they have used some of the chords I used too...

Well here we go... http://datenfunk.bei.t-online.de/Song40.MID

Please comment and criticize!
#2259
Critics' Lounge / Re: Realistic fire
Sun 02/05/2004 15:48:06
QuoteMore reds and yellow, looks a bit like burnt grass? 

what you wanted to say was "burning grass", or?

hmm, I had a tutorial link... I'll search it and post it here when I found it.
#2260
Critics' Lounge / Re:Flash background
Sat 17/04/2004 22:33:41
both looking awesome.

is the first one supposed to looks this robotic? I don't think he would move if he would act like this...
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