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#81
Well, this is something I can't solve.

I have a character roaming around the screen (an enemy)

When this character's y coordinate and player character's y coordinate are the same, the enemy character starts walking to the player character.

That works.

When the player character kicks the enemy character, a variable (player's strengt) y subtracted to another variable (enemy's health). When enemy's health reaches 0 or less, the enemy dies, playing an animation, and this is the problem. the enemy character stays running that animation once time and another. The problem is not that ive wrote wrong the parameters when implementing the character.Animate, because I wrote this:

  else if (pjs[1].evit <= 0) {
    if (cZombie.View != 19){
         cZombie.LockView(18);
         cZombie.Animate(cZombie.loop, 4, eOnce, eBlock, eForwards);
         cZombie.Solid = false; // this allows the player to walk through the enemy
         cZombie.FollowCharacter(null, 0, 0); //this makes the enemy stop following the player
         cZombie.UnlockView();
         cZombie.ChangeView(19); //Finally this makes the enemy change its view.
         }

But it looks like the script ignores UnlockView and ChangeView, because it never reaches View 19.

Can anyone explain me what happens, please?
#82
Thank you so much, people.

Now I have a more credible gravity.
#83
Oops, I did not.

Thank you
#84
Modules, Plugins & Tools / Gravity constant
Tue 28/02/2006 21:28:34
Hi there.

In the game I'm doing rigth now, I need a gravity constant. Until now I used this function:

gravity ()
{
player.y ++;
}

Using this I got my character falling each time it steps out of the floor. But now that I've finished implementing the movement, I need to improve the gravity constant.

The main problem is that the speed of the character is too slow, and lacks of realism. I trieds using SetWalkingSpeed, but doesn't work. So I'm clueless.

I'd thank you so much your help.
#85
Hi there.

I have a problem with my character. I used the KeyboardMovement Module of Rui and Strazer, but now I want to make my character able to jump forward. But how can I make my character able to jump forward? Does AGS have any way to recognise when the character is looking to the left or to the right?

The principal question is How can I "project" my character foward when he is not walking?

Shall I modify the Module? Then how Do I make it?

Thanks
#86
Maybe if you import a true type font with fonts for both alfabeths (latin and cyrillic)

The only problem here is that, maybe, there are not enough keys on a keyboard for this, but you could use a true type font with the capital letters for lattin letters and lower case letters for cyrillic.
Of course, I don't mean to use only latin capital letters and cyrillic lower case letters, but using each group to represent the two alphabets.

The disadventage of this is that you can't make distinction in capital letter o lower case in any alphabet, but that's a little sacrifice.

The question then is: Where can you fine that true type font? Don't know, the fastest way is making your own true type font.

Of course, there is another way, another long a bored way, but easier. And it is to import two true type fonts: one for latin alphabet and another for cyrillic. Then you set the main font each time you need to use one of them.

I hope this helps you.
#87
That could work, I'll try it.

Thank you
#88
Since there's no real need to make the character jump but to make that looks like he jumps, I have no problem with the vertical jump. My real problem comes when the character has to reach a ledge and stay suspended.
#89
Yes, I noticed about the gravity before and made a function for that:

function gravity()
{
player.StopMoving();
player.SetWalkSpeed(1,6);
player.y++;
}

Then I uses a region that cover the whole room, except the walkable areas that serve as floor for the player character.
Then I wrote "gravity ()" at the "While player stands on region" script. This way, when the player character walks over a walkable area that is overlapping with the "gravity region" the character falls.

So, the gravity problem is solved by now.
#90
Hi there.

Thanks to your help, i'm making a great progress in my game. But now I'm facing a new problem.

The Jumps.

I've made my player character able to jump verticaly, the character doesn't really jump, it's only an animation. But now I have to make him able to jump forward pressing some key, and I'm completely clueless

On the other hand, I'd like my player character to be able to reach ledges, as the player character of 1213.

Can anyone help me?
#91
Cool, now everything works. Thank you
#92
Hi there.

The game I am doing now requires the player character to walk and run.

I've used Rui and Strazer's Keyboard Movement Module to make my character able to walk, but now I can't make him run.

I try using this code at On_key_press function:

while (IsKeyPressed (403) == 1) {
    player.AnimationSpeed = (player.animspeed + 2);
   }

So when I press Shift and left or right, game crashes.

What am I doing wrong?

#93
Thank you very much

I'll try.
#94
Hi there, people.

I'm making a game with a player character that can die if he gets damaged several times.

I supose I sould use variables and structs, but I can't make them work.

By the other side, I'd like to show the health status of the cahracter, by a graphic that changes in the GUI.

Some ideas? I try one time and another, but I have no good results.

Thank you all.
#96
Well, try getting into Delia's class and just pull from the cable.  you can go on by yorself.

Thank's for playing it. Have a nice day.
#97
Truly better! Nice work Janik!

It could be better, but that happens always.

Keep up the effort!
#98
Good work for someone who calls himself a "Non-artist".

I'll give you some advises, about the character.

First: I see him a little big, knowing it is 7 or 8 years old. It looks like a teenager. Change his body, the legs should be shorter, and of course, arms a little shorter too (just a little).
Second: The face looks like the one from a problematic teenager, it's good if the character is 15 o 16 years old. Try to give him a sweetiest mouth, and the eyes are hieratic... if the game is cartoonish you can make two things:
-Make them bigger and give them a little bright.
-Make them smaller and make them look like little points.
The face could be more like a circle.
Third: It looks very strong. The shoulders should be not so big.

I'll try to give you an attemp of all this, If you want.
I hope this can be useful.

Good luck!
#99
Critics' Lounge / Re: Hand drawn backgrounds
Sun 05/09/2004 03:25:13
Well, I see you're not very decided. So I'll give you some advises:

-Make the sketchs with pencil, a soft one, erase everything you want, everytime you should do. Don't wory about how it looks like when finishing it.
-After finshing the sketch, tint it. You can make it directly over the same sketch and erase the pencil drawings... or you can copy the final sketch directly to another paper and tint it. Erase when finished.
-Scan it.
-Use a graphic edition program. I use Photoshop, but If you prefer Gimp, thats right for me.
-Think about the atmosphere of the game, colourful backgrounds? colourless?

And now some other advised, useful when drawing:
-Think about the composition, you should give nice camera views. The player must see everything, or almost everything. Place objects strategicaly.
-I don't like the place of the exit in the first picture (I supose it is an exit, that at the right-below corner), try making the path less curve. maybe you should use the tree like a Walk-behind and put the path behind it. Or directly from below... the decision is yours.
-Use soft pencils when starting a sketch, later use harder pencils to mark the drawings you like.
-Detail is important, but don't care so much. Use Gimp or Photoshop to give bump to leaves, wood, or another textures.

Remember, those are just advises. I hope them to be useful for you.
#100
Well, I like to see that the game was being expected. I hope you like it. I'v put the link to the program Hacha too.
Thanks to Dr.Software, the creator of Hacha.
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