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Quote from: Scavenger on Mon 02/06/2014 01:53:12
Ah! Thankyou! That works much better. I'm not quite sure what these lines do, though:Code: AGS while (x < 0) x += w; x = x % w; while (y < 0) y += h; y = y % h;
So, while x < 0, add the width of the image to the offset, and make x the remainder of the division the offset by the width. If I'm reading this correctly, it's making the offset a number between 0 and the width/height of the image?
x = x % w; if (x < 0) x += w;
y = y % h; if (y < 0) y += h;
Quote from: Darth Mandarb on Sat 31/05/2014 14:14:06
In hindsight I should have given $6.41 more (and pushed the grand total to $1,000.00) but I didn't check the total until after I'd submitted the payment! D'oh!
Quote from: Mandle on Sat 31/05/2014 13:46:17Quote from: Gurok on Sat 31/05/2014 03:20:14
Noooo! Not Spirit of Excalibur. That game was terrible!
ARRRRRGGHHHHH!!! IT WAS!!!
And it cost SO MUCH! And it was so OVER-HYPED on the back cover.
And then whenever you came onscreen in an "encounter" with a few guys on each side the framerate would crawl to snail-speed...
Quote from: Mandle on Fri 30/05/2014 23:32:31
Manky eye-run... (slight Japanese accent)
Sorry...rather basic one but I had to include just for the "ewwwww factor"
Quote from: Snarky on Mon 26/05/2014 14:13:43
I'm still not sure why you think it's important that characters should be able to move exactly so their sprites align with the edge.
Quote from: Snarky on Mon 26/05/2014 14:13:43
As for setting character.z, the main reason to my mind is so the character lines up from all angles. If the characters are viewed straight from the side it doesn't matter, but these sprites are viewed from a fairly high angle, so you're getting a lot of perspective effects, where the position of the feet depends a lot on which side you're viewing it from.
My basic assumption is that if the character is standing in a certain spot, the height of the head should be independent of what direction he/she is facing (assuming character standing straight upright). In order to achieve that, the point on the ground right under the head should be used as the character's position. Here's a rough and exaggerated illustration:
[imgzoom]http://i.cubeupload.com/G3llvG.jpg[/imgzoom]
If you always use the center of the circle as the character's coordinate, all the angles and animations should look consistent.
Quote from: Snarky on Mon 26/05/2014 13:12:07
Apart from that, even without this particular AGS quirk you should really set the character.z values anyway, since their feet go several pixels below the baseline of their center point (the point that should probably stay constant if you spin them around).
Quote from: Khris on Mon 26/05/2014 12:00:33
I would love to see a screenshot of a room and its walkable areas. Could you reveal just one maybe?
Quote from: Khris on Sun 25/05/2014 18:51:37Quote from: Gurok on Sun 25/05/2014 02:15:57After setting player.z = -1, I found that I would have to redo all of my walkable areas as the characters no longer lined up with them (off by 1).I don't understand this at all.
If you initially assumed that the character's bottom row of pixels is drawn exactly at their y position, shouldn't setting player.z to -1 give you exactly what you want?
Why do you have to move all your walkable areas now? If you drew them on the background under the assumption that that's where the player's bottom row of pixels is going to be, you shouldn't have to move them at all.
(Also, using player.z will NOT cause walkbehind issues, "fixing" this issue by shifting the walkable areas will.)
Quote from: Khris on Sun 25/05/2014 18:51:37
(Also, using player.z will NOT cause walkbehind issues, "fixing" this issue by shifting the walkable areas will.)
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