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Messages - Filipe

#41
Quote from: Khris on Wed 27/02/2019 08:10:01
Not sure what you're asking. Just make the character walk to the position first, using eBlock. Then use LockView and Animate to show them sitting down.
If you make the sit down sprites wide enough, you don't need to reposition the character at all. A character sprite is drawn with its bottom center at the character's x/y position, so keeping that in mind, you can adjust the sprite's canvas so the character's pivot remains the same.
If you do this, the same scaling will apply throughout, and everything will work out fine.

Khris, what I mean with the scaling thing is this: do I use the same scale of all my normal character view sprites, or should I scale down this new seat view so it matches the place where he starts the seating animation? Because I'm using the scale feature of AGS, so when the character seats he is probably 80% of its original size... Thanks again :)
#42
Thanks Krish... I guess you are right... but... sometimes you just change your mind whit the development of the game... imagine you want your game to get darker, or colors to get de-saturated, when your character is dying... or you want to do a cut scene in black and white, so it gives the impression of a flash back... I mean it was handy to do minor adjustments to your sprites without having to go to Photoshop...

Anyway, you really help me a lot... again... I'm already implementing your advices, and they are working....

Thanks  :)
#43
Thanks...

Khris, do you know if there is any graphic editor planned to be included on future AGS versions?

Or at least the ability to make minor adjustments to the graphics, like saturating colors, turn sprites to black-and-white, framing sprites right, or the ability to zoom the sprites...

For instances, I found my graphics color's to be not very saturated. Now I have to edit them again on Photoshop. The problem is that I have to do this frame by frame, or sprite by sprite, don't I? Is it possible to open all the sprites used in a view in photo shop at the same time? Or zoom them? OR I have to go trhough the painful task of having to open them individually? Is it possible to export AGS sprites to different layers in Photoshop, at the same time?

What I want was a Photoshop inside AGS... is it to much to ask for?  :grin: LOL
#44
Thanks again Khris...

But I have to make the character walk to a certain position, otherwise he seats o the floor right? Also, how does AGS adjust scaling? Should I scale the same way as the character?

One thing that was really handy, was a graphic editor on AGS... It is so time consuming to have to go to photoshop to sometimes do a minor  adjustment on the sprite :( Also can we zoom the sprites? It is so small, that it is sometimes difficult to see the frames...
#45
Thanks Khris... I already did the animations, on different views. Can you put  a link to the character.animate()? I have difficulty finding some instructions on the manual :(
Also, do I need to change my character view first?

https://www.adventuregamestudio.co.uk/w/index.php?title=Special%3ASearch&search=character.animate%28%29&go=Go
#46
Hi guys :)

I know I'm just a beginner, but I envision this game, and I think that with your precious help I can do it :)

I want to animate my playable character but in the same position, without walking, I mean, and without being a cut scene... So, here is what I want to do:

I want my character to seat on a chair, after we tell him to do it, with the action click... then, I want the same character to do different things, on this new seated position, like changing the TV channel, reading a book, etc...

So, here is how I though I could this. I just want you guys to tell me if this is possible, to make suggestion, and also to tell me which are the instructions, I should use... (e.g - I don't know the instruction to make the character invisible :()

I though that after I click on the chair, the character walks to a certain positiion, and its visiblility turned to "false" (is it possible to do it?), but with the all the actions visible, so I could tell the character, what to do after he sat on the chair... then I turn the visibility of an object, on the same starting position where my character was,  to true (the object is an animation of my character  seating on the chair) . Then, If I click on certain objects the character performed certain animations with different objects (like reading a book, etc), If I click with the walk action to an area, outside the chair, I turn visible an object animation of my character getting up, and then the playable character turns visible again, and everything turns to normal again...

So, is it possible to do what I want like this? Is there a better way of doing this? Can you tell me which instructions should I use to do this?

Many thanks :)


#47
Quote from: Cassiebsg on Tue 19/02/2019 16:37:53
Geração Spectrum 48 e c64 :D
So we must be the same age :) Costumavas ir ao IM/City comprar jogos, nas picoas? É fácilo hoje em dia fazer um jogo de plataformas, tipo Manic Miner? Thanks ;)
#48
Tanks Matii again (Also thanks to Cassiebsg) :). It is perfect. When I said 3 times, it was just an example, it could be more, it could be less...what I meant was that it stayed in the same idle a certain amount of time, and then moved to the next one :)

I'm gonna tried it. I'm still doing the animations... which is giving me some hard work :(. I just which there were some sort of plug in for photoshop that turned into pixel art/cartoon, whatever image we given it :(

I know C, and c++. My doubt is if you can use it as you like, on AGS... like, creating whatever variables you want, using switch - case, etc..

That's what I had in mind...

On Thimbleweed park, there is this idle position (player blink eyes) every time the character arrives to the destination, that we had clicked...

I wanted this to happen, so the first idle view would start instantly... than, if player.moving==false, it started a second idle position, and then the last idle position, but this time, forever (character falls on the floor sleeping, like Super Mario ;) in your case it would be idle view 7)... then when the player starts moving again, it will reset the whole cycle

So your code seems right on spot :)

Remember? (here he is dreaming with italian food...ah spaggeti..ah raviolli... ah mama mia..LOLOL) :)

https://www.youtube.com/watch?v=hvjkre5ycCc


#49
Quote from: Cassiebsg on Mon 18/02/2019 22:47:24
Bem vindo Filipe. :)
Também sou de LX... ou arredores.  ;)

Obrigado. Geração Monkey island? Ou Manic miner, zig zag , c64, Atari ST,  amiga, Ponto por ponto ? ;)
#50
Thanks for replying MAtti :)

How do you do the timer? With a variable?

I want the same kind of effect, as with Super MArio 64, where first he starts looking around, than he yawns, and finally he drops to the floor and starts sleeping (than it loops this last idle view forever)... Can you help me with the code? Do I need to use global variables? Where should I put the timer?

So, I do 3 idle views, and than it repeats the first idle view like 3 times (character looks around), after this it repeats the second idle view another 3 times (he yawns), and finally he repeats the 3th idle view, forever...

Help me please? :(

Thanks :)
#51
Thank you Khris, or better, obrigado, or even better Danke :)

I guess Portuguese and Brazilian Portuguese is like English, and american English... Brazilian  people speak portuguese, but they also like to invent new words, if you know what I mean... eheeh.  ;)

For instances, here we say "snooker", we use the original English word, but in Brasil they came up with this odd word "Sinuca", which is a kind of how you would spell the word, so the sound match what is written...

Portuguese is a wonderful language... Brazialian Portuguese not so much... I mean, the original is usually better, right? :(

I can help with both :)

Google translator is really bad :(
#52
Hello again, and sorry to revive this old post.

I want to put my idle view on a loop. I know that if I set it to Zero it loops the idle view - Character.SetIdleView(4 ,0) - , however I don't want it to start immediately, only after 4, or 5 seconds delay... How can I solve this issue?

Thanks :)
#53
Hello there,

There are approximately 215 to 220 million Portuguese native speakers in the world... So in a way to return the help I'm getting on this forum, if anyone needs help translating their games into Portuguese, please let me know... I can translate English, and french, Italian, Spanish but not German :(

Thanks :)
#54
Thanks  Khris :)... Thanks to you and all the guys in this forum :)

This forum rocks baby!!!!  :grin:
#55
Quote from: Khris on Mon 25/02/2013 23:42:09
There's no other way; I believe Thesie is saying she was looking for a way to do this in the Character functions and didn't realize she could alter the view itself.

I know this is an hold post, but it helped me a lot.

I have 3 idle views for the same character, view number 4, 5, and 6. I was wondering If I could randomly set the idle view to a specific value between view, 4, and 6 (this interval). So that the Idle view wasn't always the same... sometimes the character seat on the floor, other he yawn, etc...

How do I do it in c++? Can someone help me?

Character.SetIdleView(int idleview, int delay)

int idleview= random number between 4 and 6....

Thanks :)


#56
Quote from: Crimson Wizard on Thu 14/02/2019 13:30:57
If you are not satisfied with default camera controls SetViewport command is used to manually control what part of room is shown. You may want to put this command in function called "late_repeatedly_execute_always", this function is called after character movement but before game is drawn.

For example:
Code: ags

function late_repeatedly_execute_always()
{
    int extra_y_offset = 100; // an example of adjusting vertical position
    // SetViewport demands coordinates of top-left corner of the "camera" inside the room
    // following command sets viewport centered on player by x and with certain offset by y
    SetViewport(player.x - System.ViewportWidth / 2, player.y - System.ViewportHeight / 2 - extra_y_offset);
}


Thank you Crimson Wizard. It worked fine :) I'm so happy, I have you guys support... You are awesome :)

Thanks :)
#57
Thanks... I'm gonna try it . I want the camera to show more of the above part of the screen and less of the bottom. Now he is showing somewhere in the middle, and it is cuttig my character's neck and head...  Again thanks :)
#58
Hi there again,

If the room is bigger than the resolution I set in the preferences, how can I tell AGS  which part of this bigger romm should it shows? Right now he is showing the center of the room, where I put my character, but he is also cutting my character's head. Is there away to frame it right?

I hope you understand what I mean :(

Thanks :)
#60
Looking forward to see your soccer game :)


So for a fluid game, 14 FPS is more than enough, right? I wonder, how many frames has these new point and click games, such as Thimbleweed Park, and such? Is 25 frames too much?!??!

I'm starting my game now, and I don't want to have to add more frames later, that's why it is important for me to concentrate on a number...
Do you know the game Slasher? The Riddle of MAster LU? Or this one, Dark Seed, it was also photorealistic... Maybe I'm too old for you guys :(
https://www.youtube.com/watch?v=TQzaqILiI9o
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