Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dualnames

#961
Again, in case it didn't go through why are you re-inventing the wheel for?
#962
General Discussion / Re: KONY 2012
Fri 09/03/2012 00:06:07
IMHO, if humanity needs to pick a video to follow it has to be Charlie Chaplin's goosebumped speech from the Great Dictator.
#963
AGS Games in Production / Re: Asher
Thu 08/03/2012 05:13:51
This looks really atmospheric, really digging the art style.
#964
I think the "buy now" link is faulty, so in case anyone needs this, use this: http://www.wadjeteyegames.com/da-new-guys-order.html
#965
The best way to check for distances is to create an Abs function, you may make it global, but if you put it on the top of the room script it will work as well. Plus you should check for the y coordinate. I mean if the player and the cWaeks have the same x but their y property has a difference of 120, they're not even remotely close, but your previous code would think so.

Code: ags


function Abs(int value) 
{
  int val=value;
  if (val<0)
  {
    val=(val*(-1));
  }
  return val;
}


function room_RepExec()
{
  if (Sonar && Abs(cEgo.x - cWaeks.x)<=30 &&  Abs(cEgo.y - cWaeks.y)<=30)
  {//if sonar is on and cwaeks is within 30 pixels
     
  }
}

//if you want to do your last thingie

function room_RepExec()
{

 int distx=Abs(cEgo.x - cWaeks.x);
 int disty=Abs(cEgo.y - cWaeks.y);

  if (Sonar && player.ActiveInventory==iGun)
  {//if sonar is on and cwaeks is within 30 pixels and player has gun
     if (distx<=30 &&  disty<=30) 
     { 
        //kill the npc
     }
     else 
     {  
        //you miss
     }
  }
}





#966
Quote from: Ghost on Tue 06/03/2012 22:21:03
Nicely coded, smooth and surprisingly deep game all around- congratulations on this one!

I agree, the last hour of my first win was true grinding, but fortunately I never ran into a tight spot regarding money. It's also fitting that you can't win the game without having enough Secs.  ;D

And my best agent was a LADY. Who had "Dualnames" as a code name. Is there anything you want to tell me, Mr. Spanos?  ;)

The hell!! WHY AM I INCLUDED IN LATEST AGS GAMES PLX. And why as a hot lady with boobs.
#967
Welcome to the forums, m0ds. Have fun. Avoid qptain_nemo at all costs.
#968
It's 3 on Sinitrena. So yeah, fine by me :D

demands hugs as a loser
#969
General Discussion / Re: first
Sun 04/03/2012 23:25:19
Ezboards: No.
#970
I love Candle Cove..you're ..hitting buttons here!
#971
If we're supposedly voting, I vote for Sinitrena.
#972
Critics' Lounge / Re: Walk cycle process
Thu 01/03/2012 00:15:51
if his back foot was sliding, then he would be SHUFFLING. I think it looks fantastic. Very fluent, ver unique walkcycle.
#973
Sure, let me do that.

First, here follows the code (this is just inside an interaction and only gets processed once):
Code: ags

if (Game.DoOnceOnly("copper_on_motor")) 
{
  cCrispin.FaceCharacter(cEgo, eBlock);
  cCrispin.Say("Hey!");
  cEgo.FaceCharacter(cCrispin, eBlock);
  cCrispin.Say("She gave that to me as a token of her affection!");
  cEgo.Say("I'll give you all the copper wiring you want once we're done here.");
  cCrispin.Say("(Like I want a token of *your* affection.)");
}

//till this point everything appears perfectly

gWiring.Visible=true;
gWiring.Transparency=75;//TEMP
if (Game.DoOnceOnly("copper_on_igmotor2")) 
{
  cEgo.Say("I need to find a way to connect the colored nodes to each other without crossing any wires.");   
  cCrispin.Say("Why don't we just use the plasma torch?");
  cEgo.Say("That's not going to work this time.");
  cCrispin.Say("The crowbar?");
  cEgo.Say("Nope.");
}






Mind you I've taken screenshots at different playthroughs, the second one illustrates that the function works greatly, till that point.

"Nope" appears above "The crowbar?", as if the player has moved there. But the y axis property also glitches if the dialog would carry on.

I made a 3rd screenshot to help stuff a bit.
#974
It doesn't work. If you want a rain/snow that's always in front of the player and supports individual transparency per flake/drop, then you really have to sacrifice stuff. I prefer to put the rain in a gui that simply plays an animation of frames/sprites and use particle effects for the rains falling on surfaces (ground, dripping) ecc.
#975
Advanced Technical Forum / Say function glitch
Mon 27/02/2012 17:02:20
The .Say command, including the SayAt command appear to be glitched. I have not been able to find the source for the glitch, cause I'm not even doing anything. They seem to work just fine throughout the game, except when over two guis.

Regardless of character or scrolling room, after certain number of Say functions on a row, they are displayed all over the place. I'm using LucasArts speech, and after some tests the character's positions don't change. Somehow though AGS mishandles the x and y position for these texts and well..that.

Advise please. I can always use a SayAt with standard coordinates, but I don't want to.
#976
Ohh...damn my stupidity. Thanks a lot man, I owe you one.  :D :D :D
#977
Somehow what you suggested, doesn't work. It still skips. Perhaps I did it wrong, so here goes what I did.
I apologize in advance if i did this amazingly wrong.
Code: ags

int gx,gy;

function repeatedly_execute_always() 
{
gx=mouse.x;
gy=mouse.y;

///WIRING  GUI////

wiringbomb=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (gWiring.Visible==true) 
{
  if (wiringmode=="draw") 
  {
    if (wiringbomb!=null) 
    {
      if (wiringbomb==bwirea) 
      {
        //drawline
        if (Game.DoOnceOnly("tempmeasure"))
        {
          area=DynamicSprite.CreateFromExistingSprite(1229, true);
        }
        
        wirea=area.GetDrawingSurface();
        wirea.DrawingColor=64512;
        if (wirea.GetPixel(mouse.x, mouse.y)!=64512) 
         {
         wirea.DrawLine(gx,gy, (mouse.x), (mouse.y));
        }
        wirea.Release();
        bwirea.NormalGraphic=area.Graphic;
      }
      else 
      {
        //don't draw
      }
    }
  }
}
///WIRING  GUI////
}
#978
Something that needs to be mentioned is that I'm not using clicks of the mouse to draw the line, when the player clicks on a button wiringmode is set to "drawing", so I'm using the mouse position.
#979
Code: ags

///WIRING  GUI////

wiringbomb=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (gWiring.Visible==true) 
{
  if (wiringmode=="draw") 
  {
    if (wiringbomb!=null) 
    {
      if (wiringbomb==bwirea) 
      {
        //drawline
        if (Game.DoOnceOnly("tempmeasure"))
        {
          area=DynamicSprite.CreateFromExistingSprite(1229, true);
        }
        
        wirea=area.GetDrawingSurface();
        wirea.DrawingColor=64512;
        if (wirea.GetPixel(mouse.x, mouse.y)!=64512) 
         {
         wirea.DrawLine(mouse.x,mouse.y, (mouse.x), (mouse.y));
        }
        wirea.Release();
        bwirea.NormalGraphic=area.Graphic;
      }
      else 
      {
        //don't draw
      }
    }
  }
}
///WIRING  GUI////


wiringmode is a string
wiringbomb is a Guicontrol
area is a Dynamic sprite
bwirea is a gui button


The premise of this code is to draw on a gui button's graphic. And this works fine. The issue is that if mouse speed increases the drawing breaks. I'm not sure if that is coming across but the problem lies that if mouse speed is increased to a certain point, instead of drawing like this

____________

the drawing is like this
------------------

Aka it skips. Is there any way to fix that or somewhat help me limit the mouse speed? Supposedly the function should work. I even placed it a repeatedly_execute_always(). I even tried replacing line with pixel but the issue remains. I'm using line instead of pixel, because DrawPixel is a bit more slow.
#980
General Discussion / Re: New moderator
Thu 23/02/2012 23:24:16
I know this is probably wrong, but I think I'd be very much stupid and regretful, have I not said this. So bear with that.

I'd like very much to grab a sit at the Modules section, knowing Scorpiorus has been somewhat absent. It would take a load off the current moderators, strazer and gilbet. I do own the entirety of modules and plugins and programs ever made, that I always provide to whoever requires them. Plus I've even made work of several plugins that possibly a few have to such extent (knowing that may sound too cocky).

I am well aware that everyone thinks I'm a moronic imbecile and well, that's what I'm passing through a lot, but that doesn't mean I don't take responsibility heavily, everyone who has worked with me I believe, has seen the best of me.

I am also aware that this is not, of course, the place and time, and the space is probably not even open, nor even the consideration of opening it, but I'd very much like to get that out. Regardless, if anyone is willing to listen I believe I have some ideas well worth considering to improve the organization and categorization of that section of our forums.
SMF spam blocked by CleanTalk