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 - Grok

#141

Code: ags

int iProgress=0;


function testClicks(int iX)
{

  if (iProgress+1==iX)
    iProgress=iX;
  else
   iProgress=0;

  if(iProgess==3)
... puzzle solved ...


}


function oObject1_Interact()
{
   testClicks(1);
}

function oObject2_Interact()
{
   testClicks(3);
}

function oObject3_Interact()
{
   testClicks(2);
}

#142
Sam is lost in a strange world, trying to find his way back. 
#143
I guess I will toss in our flight helmet into the ring as well

Jacqueline White; Bad Trouble in the Red Desert

download link

[embed=640,400]http://www.youtube.com/watch?v=YZYeKXQvgRY[/embed]
#144
Thanks guys.

Handsfree's music is great and morganw has put in a lot of effort on the sound edit, so they have a big part in this.
#145
Update in the original post
#146
Jim Reed and Jack Lucy
#147
I can't really follow what happens in your code and I'm not much of a programmer or mathematician (certainly not advanced), but I've done something that I believe is somewhat similar to what I believe your problem is about, determining at what angle from point A that point B is.

A is at the coordinates (iAX, iAY)  and point B at (iBX, iBY).

The distance between point A and B is fDistance (calculated using Pythagoras' theorem).


Using that I calculating the angle (fAngle) this way.


if(iAX>iBX)
  fAngle= 180.0 + Maths.RadiansToDegrees(Maths.ArcCos(IntToFloat(iAY-iBY)/fDistance));
else if(iAX<iBX)
  fAngle= 180.0 - Maths.RadiansToDegrees(Maths.ArcCos(IntToFloat(iAY-iBY)/fDistance));


The point being that to get the angle to go a full turn and not go backwards after a half turn I needed a different calculation if point A is to the left or the right of point B.

I don't know if this is in any way helpful to you.
If nothing else it might get someone else to come around and tell you how it really should be done.:)
#148
Quote from: AnasAbdin on Mon 28/12/2015 09:35:39
You will (nod)
Great work so far. Looking forward trying this one out. The style is inviting ;-D

The flight simulator is working to my satisfaction now, so you where right.

Thank you.

A little bit of an update in the original post.
#149


I just did this one for a completely different competition, but I think it would work here too, so why not (even though it probably is outside the color rule - I just draw stuff. I'm not very technical about it.).
#150


An attempt to follow the color rule.

The character is a cross between Kali and Hel.
#151


I did this one after only reading the title of the topic. Sorry I've not even attempted to follow the rules.
#152
Quote from: Minitay on Sat 09/01/2016 17:23:31


i did that, but nothing happens... as in, the object doesn't appear at all..


That's strange. This might not necessarily be the best way of doing it, but it should have worked.

Is the name of the object correct?
Is there something in the code that turns the object's visibility to false, that could counteract the command?


You could put in the follow function in your room script just for testing
Code: ags

function on_key_press(eKeyCode keycode) 
{
  if (keycode == eKeyA) 
     if(H74.Visible==true)
        H74.Visible=false;
     else
        H74.Visible=true;
}



Pushing the "A" key repeatedly should now turn on and off the visibility of H74. If this doesn't work then you have a problem somewhere that you need to find.

#153
You could check if the dialog option has been chosen in the room script.

In function room_RepExec() you could put in

Code: ags

if (dDialog1.HasOptionBeenChosen(5)) 
  H74.Visible=true; 


If the object is not visible, this will turn the object visible, after the dialog has stopped.
#154
I really like your latest animations. Great work.
It's a big project you've taken on here, on a difficult subject and in a difficult genre, but if you can pull it off, it could be very good.:)
#155
Thanks Mandle and Blondbraid

A bit of work left to get the flight simulator to work properly, but I have good hopes that we will get there. :)
#156
Thank you Yol :)

Movie from test flying in the original post.
#157


I did miss the update to include Star Trek. Might do one of those too :)

Edit
And there we go :)
#158
Thanks for the nice responses. I hope we can live up to your expectations. :)

A few updates in the the original post.

#159
Quote from: Eggie on Thu 10/12/2015 22:14:44
---
And, uh, why would we want to do that?
---

Well no, my question was intended as "why would they want to do that?". That is, what was the technical purpose of using that way of drawing.
I think I have figured it out during the day. The images are to be drawn at full width but at half height compared to how they are to be seen in the game. In game they are stretched out in the up/down direction and the double pixel becomes a four pixel square. Is that it?
#160
Quote from: Eggie on Thu 10/12/2015 20:05:24
--- but it wasn't made with doublewide pixels. ---


Sorry. Apparently I didn't read the instructions well enough and hadn't any idea what doublewide pixels were anyway (I understand it now, but still don't get why anyone would want to do that.:confused: Is there a technical reason for doing things that way?)

Any way I don't mind participating outside the competition.
SMF spam blocked by CleanTalk