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 - Guyserman82

#41
Quote from: Khris on Sun 27/12/2009 23:29:07
You have to do it manually. In the room's before fadein event, call player.ManualScaling = true;, then set the scaling in the room's repeatedly execute.

An example: say you want to scale the player from 60% to 100% on a walkable area stretching from 10 to 290.
(100-60) / (290-10) = 40 / 280 = 1/7.

Thus:
Code: ags
  player.Scaling = (player.x - 10)/7 + 60;


About the second part of your question, I'm not sure what you're after, could you explain a bit more?
thanks, I'll try that.
What I mean when I say two walkable areas, is that if I were to scale left to right using a normal walkable area, I would want one area on if certain conditions were met. With your code, all I will have to do is have that code activate when those conditions are met.
#42
Well, there are really two questions here. First, is there an easy way to scale from left to right, and if it is done with a walkable area, how can I have two walkable areas that are exactly the same, just activated in different conditions?
#43
I am the creator of We Are Vectors, and I see the problem with downloading. I am looking for a different outlet then eSnips, and am curious about other free alternatives. Now, when I do upload it to a different site, I will need to edit my games page. However, I did not set a password on it when I made it, so I find that I cannot edit it. Can you do something to give me access, or delete it, then tell me so that I can put up a new one?
#44
Changing the movement! Now, why didn't I do that before?! Well, actually, I did, I just never acted on it. Bah, silly me.
Anyway, I know that the illusion of jumping is possible, because it was done in Ahmet's Fight Game 2009 , but I am unable to replicate the jumping action. I was hoping someone would explain it to me.
#45
I am trying to make a platforming minigame for my next game, but I have little to no idea where to start.
Specific questions:
How to make movement natural (I set the character to move 10 pixels, but unsurprisingly, he stopped when his move command was over, and I ihave to press teh button again to make him move that far again. So, I need to be able to make movement continuous when the key is held down).
How to pan the camera with the character (I am using an object to code with. If there is a better way, let me know).
How to set a maximum limit.
How to set up gravity.
How to have the caracter stop when he has 'landed' on a surface.
#46
There are times when I wish I could edit MP3s to sound like I want them to. I have JazzWare, and I use that to speed up or slow down MIDIs. Is there a completely free, legal way to convert MP3s to MIDIs?
#47
In a game that is probably a long way off, I want to have voice actors.
One condition though: you have to be able to laugh at yourself. I would like people to change the pitch of their voices in Audacity (http://audacity.sourceforge.net/) to sound funny (up or down, doesn't matter).
Any takers?
#48
In my next game, I want the player to be able to type in my predefined programming codes, and have them show up on the screen (think I.S.O.S. http://www.adventuregamestudio.co.uk/games.php?action=detail&id=931).
Is this simple, or am I in the wrong area?
#49
Oh okay. Thanks. I knew about that, but I was thinking that it was only used with walking, and that I would have to go into the global script somewhere. Thanks again!
#50
I want to have a keyboard clicking sound effect happen every time my character opens his mouth. How would I do this?
#51
Oh, right! Not at all meaning to sound sarcastic here. I haven't been programming long, so it didn't occur to me to use variables. Thanks!
Now, how do I say this thing is solved?
#52
Hi. I notice in games like Ben Jordan and 5 Days a Stranger that certain conversation options are only available after you've done a certain thing in a game. In We Are Vectors (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1249), I told AGS not to do something unless the player had a certain item. Now, while my strategy worked, I was wondering how you tell AGS not to do something until the player has done something without getting an item.
#53
kudos to densming for his AGS tutorial (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35579.0), but I have finished watching them, and I need somewhere else to turn for learning about AGS. any suggestions?
#54
General Discussion / Sprite designers
Fri 11/12/2009 19:38:22
I've been able to sqeak by with MS Paint, but I was wondering, for you more gifted computer graphical desingers out there, what do you use to draw your sprites?
#55
Quote from: Crimson Wizard on Wed 09/12/2009 19:52:46
Quote from: Guyserman82 on Wed 09/12/2009 19:48:10
But when I play-tested, I found that Sticks and Nate had to have pixel perfect percison when they were clicked on, or they wouldn't do anything.
Oh, that. Yes, that could be a problem... however there's an option that disables pixel perfect precision and uses bounding box instead.
Yeah. That option was actually False when I found the problem (I went back to check, just to make sure). I guess the problem was the color that they were filled with was zero, just like the background, so AGS didn't know what to make of it. If I could find a color that looked just like black, but was accepted by AGS as a different color, I'd use that. As it was I was stuck.
#56
Quote from: Crimson Wizard on Wed 09/12/2009 19:00:16
Hey, nice music...

But tell, how did you draw character sprites? All of them have lots of dark-gray pixels surrounding lines.

Well, mostly I drew them pixel by pixel in MS Paint, then zoomed out so that they looked like solid lines. The grey is more or less intentional. When I saved the pictures, for whatever odd reason, Paint fouled up the quailty. But when I play-tested, I found that Sticks and Nate had to have pixel perfect percison when they were clicked on, or they wouldn't do anything. So, I tried to find a color that was really close to black without being black so that it wouldn't be an issue.
And I can't take credit for the music, really. I just found it.
#57
Completed Game Announcements / We Are Vectors
Wed 09/12/2009 18:04:42
Well, this is the finished version of We are Vectors.
You can find screenshots and details here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39494.0
Download link: http://www.esnips.com/doc/b7f9f009-8795-458a-b347-e94a25e5842d/We-Are-Vectors
#58
General Discussion / Re: Visual Dialogue Tree
Mon 07/12/2009 20:10:13
Quote from: Crimson Wizard on Mon 07/12/2009 18:51:57
First: wrong forum to post. Such things go to technical forum.
Second: I have strong doubts this is possible at all. Dialog options are toggled on/off by scrpt commands, not some dialog switches. Futhermore, dialog options may be enabled from global scripts, and from room scripts.

On second thought it is possible ;)
Don't know if there's a plugin though.
But it would be a useful thing indeed.


EDIT: This: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12683.0 sounds like what you want, but I am not sure how it works and if it is compatible with latest AGS versions.
The reason I put this here, is really for the General Discussion. I would make it myself, given some programming knowledge, but I just thought I'd post it here to see what kinds of responces I'd get.
#59
General Discussion / Visual Dialogue Tree
Mon 07/12/2009 18:23:11
Hi. I was thinking that it might be easier to do a dialogue tree if it were visual, like this.

(Please note that this was done VERY quickly: about twenty seconds).
Is there an add-on like this online?
How hard would it be to make?
#60
AGS Games in Production / Re: We are Vectors
Sun 06/12/2009 21:27:35
Quote from: Crimson Wizard on Sun 06/12/2009 21:20:10
Quote from: Guyserman82 on Sun 06/12/2009 21:11:54I would like to know what people think of the game
You will know this only after game is released; so far you can expect only what people think about screenshots and textual description ;D
Okay, you got me there.  :)
I still like the few comments I have been getting though. It helps tell me if I am doing what I need to, to make this game good.
SMF spam blocked by CleanTalk