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Messages - Gilbert

#6261
Actually I didn't read the whole thing fully, but I have some questions on it, wouldn't the current arrangement of the "if (IsKeyPressed(65)==1) " part made the character always stops when "A" was being pressed, even if the direction keys are pressed with it? Maybe I had misread something.
#6262
Use programmes like Deluxe Paint or Grafx 2 that can do 256 colour graphics natively, there may be a few suggestions in here.

Also I think this thread doesn't fit much here in this forum.
#6263
Hmmm did it not work in all of the below key combinations, or just one of them? (I think you understand what they mean)

1) A+L+U
2) A+LU (ie. Home)

If it only failed on 1), it's possible that it's a hardware limitation (in some keyboards it may not be able to recognized the whole combination if 3 or more keys are pressed at the same time).

--EDIT--
I think I misread something, it's seems that the 'A' key toggle between walk and run mode, not running while it's held. Forget above lines then.
#6264
You may check this small tutorial.

Unfortunately in my opinion none of those "good" "photorealistic" graphics programmes are real good for 256 colour images (as they're not designed for it). Still the best way is to use a programme that can draw 256 colour images natively.
#6265
Well many times hi res graophics can be good and contain more details, they're required if you can really have good use to it, but not when they're unnecessary.

But I don't see the point of argument here. Usually people were crit for using unnecessarily high res graphics only when they can actually make the graphics as good in low res and when painting those graphics won't mean more work (and usually less) doing low res. In that case low res is more favourable, at least for space and speed concern.

I don't see the point about people not liking higher end graphics programmes either, it's just a matter that good graphics depends mostly on the painter's own skill, and advanced features of graphics programmes may help, but you cant rely on them all.One good example is that we always joke about L3N5 FL4R3 effects, but you know that's a joke. The other part is capability, a graphics programme which is modern and powerful doesn't mean it can do everything, it sometimes DOES depends on the painter's need and what kind of graphics they want to produce, etc.

Take something I always say: "Photoshop sucks!" By that I don't really mean it sucks, it certainly does a great job for most graphics and most people like it and are get used to it, but it certainly sucks hard for sure when you come to some specific graphics - palettized graphics (256 colours or less).
#6266
Hmmm are you sure the character is not using a transparent view?

As you set the direct parameter of MoveCharacterBlocking() to 1, there shouldn't be any problem even if he's on a non-walkable area.

Try putting the following line before the two move character lines and see if it makes any difference:
character[EGO].on=1;

[EDIT]
Just tried similar things and it worked for me, is it possible the character is behind a walkbehind?
What version of AGS are you using?
Hopefully that's not an engine bug.
#6267
Well AGS just adapted C style scripting (with some small exceptions), so it'd be easy to pick up if you have some experience with C-programming, I think DragonSpeak used similar scripting style.
#6268
Sorry to dig this up, but I just see something that may be a bug:
http://www.agsforums.com/yabb/index.php?topic=14886.0

In the initial post the poster posted several BMPs alongside with some description texts, the result was that I can only see one that "I'm stupid" pic and one link created in it (but you can see them if you reply to it, also, seems that when replying you can still see the BMPs, not that "stupid" substitute) so you can only click on one of the links.

(hope the post won't be fixed before CJ read this)
#6269
Depends on whether you want to do similar things in other rooms, if you want to use a variable for other thing in other room, you need to declare one in that room too.

I think the following are placed somewhere in the manual and tutorials but while we're on the topic (and I'm just too lazy to search for them), I'll sum it up here:
- Variables declared in a script is initially local to that script only (ie. if you define a variable called blah in a room's script, it's local to that room script only; even if you define a variable in the global script, it's by default local to the global script only). So you can have two variables having the same name in 2 rooms, but are independent of each other.
- As all variables declared in the global script are by default local to the global script only, you have at least two ways to make variables accessible to other room scripts:
1) Use the GlobalInt's, there're 500 globalints (0 thru 499) already provided for you, which are accessible anywhere in scripts using the functions GetGlobalInt() and SetGlobalInt() (you can read the manual for more info). The drawback was that you MUST use these two functions to access them (ie. you cant type directly some "cool" thing like globalint1++ but have to type SetGlobalInt(1,GetGlobalInt(1)+1) instead say for example).
2) After declaring a variable in the global script, export it and then import it back in a room script.
For example:
Global Script
int blah;
export blah;

Room Script
import blah;

You can then access that variable directly in that room, you can read more about it from Text script functions --> Script language keywords of the ags manual.

#6270
No, by outside of the function you cant type it in by just clicking the "Edit script..." button in the interaction menu, as everything you entered there will be inside that function. you need to click the "Edit Script" icon in the room editing screen (the icon with braces { }, NOT within the interaction menu). Just put the line on top of the whole room script.
#6271
Actually his one was correct, your's not.

cool_thing++;
is equivalent to
cool_thing +=1; // you missed out the one
or
cool_thing=cool_thing+1;

The reason the code won't work was because the variable cool_thing was declared within the function, it will be reinitialized to 0 everytimes that interaction is called.

You have to declare it outside of the function, just move that "int cool_thing" line outside to the top of that room's script and it should work.

EDIT:
heh yea scott you replied faster than me (so my first lines were directed at Ultimo ;) ).
#6272
Yes, check out these functions:
GetRawTime()
GetTime()
#6273
Quote from: Os àšltimo Quão Queijo ^_^ on Thu 24/06/2004 04:38:54
I say he must die before he does try to change Indiana Jones in the future... >:(

Well he's going to replace indy's whip with a light saber, how obvious... crap!
#6274
You don't need to, as it's just a format exported by agsedit, in case you want to share your characters with others or save it for other future projects. You cant make a .cha file with any other programmes out there.

If you want to make a character, just 1) draw it and save it as BMP/PNG/PCX graphics, 2) import them as sprites, 3) make views with the sprites, 4) assign the views to characters. All of these were already covered explicitly in the manual.

EDIT:
* Gilbot V7000a LOVES typos!
#6275
hmmm did you check the "hide player character" checkbox accidentally while editing the room? EGO is your player character right?
#6276
heh eric by low res did you mean "low colour"? ie. 256 colours? ;)
#6277
General Discussion / Re: Emergency numbers
Thu 24/06/2004 01:45:42
I'm not sure but had once heard that 112 is an international emergency number, that is, whereever you are, and disregard of the phone network you're using, dialing 112 would have you connected to the nearest related authority.

Don't know if that's true though.
#6278
But did you ever tried setting the GUI of the top bar to popup modal (which was initially there) ?
#6279
Advanced Technical Forum / Re: Spyware in AGS?
Wed 23/06/2004 09:00:15
Hmmm did it happened only with agsedit.exe? Would the engine acwin.exe cause the same problem?

I hope it's just the firewall programmes giving wrong info...
#6280
Advanced Technical Forum / Re: Spyware in AGS?
Wed 23/06/2004 08:29:23
Well I'm afraid that your copy of agsedit might have been inflected by something, upon googling the destination address (172.178.32.192) I found this:
http://www.mircscriptsfrfm.com/cgi-bin/info.pl?Script=1353
(I tried making it NOT into a link, in case it may be dangerous, make sure you have enough protection if you wanted to open it, but as it doesn't look quite right, I may remove the address later) which seemed to be a site about MIRC sctipts, but it's in a language that's alien to me (and I won't bother about web-translating it), there's a user (I think) listed there called  papotronchedeflanc[vert], which followed by that address.

So I'll advise you to redownload AGS and see if it still connects to the internet as before.
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