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 - Haggis

#261
ok, in the room_afterfadein add an else statement to display another message e.g. Player was not in room 61 and see if that displays.

Also - just to make sure, the cutscene room number is 61 (i.e. hector is the player character)?

Once the cutscene has finished, missing dialog aside, does the game play on as normal without issue e.g player can walk, talk, interact as normal?
#262
Good to see we're making some progress.

QuoteSo the only problem that persists now is that the character should continue speaking after the room switches back. I have tried every possible solution I can think of, and the ones you've posted here as well, but no dice.

Just to confirm, did you try this instead?
Code: ags
if(cHector.PreviousRoom == 61)


Also maybe add
Code: ags
Display("Player was in room 61");

to this so we can see if this statement is coming back as true and being run.
#263
I don't think this is possible - I think you have two possible solutions:

a) Use an object to represent the smaller square once it becomes 'visible'.

b) Create two hotspots, one contained within the other - use 'if' conditions to have both hotspots react in the same way to user interaction. After the smaller hotspot becomes 'visible' use the if statement arguments to have the smaller hotspot react in a different way to user interaction.

Someone may even have better solutions / explanations than the above.

EDIT - like buses, two responses at once

#264
Ok - first up, not to be disrespectful but this probably belongs in the other technical forum so someone should probably move it at some point.

I'll try to help with the ChangeRoom stuff (I'm not a proper programmer):

Quotemy character seems to appear standing somewhere else when he's switching back to the original room

This is because the characters position in the room is not remembered - the player has one x,y attribute and they apply to all rooms. When you change to room 61 you are changing the x,y to -100 and -100 so when you change the player back to the original room he will be placed at the coordinates you pass in the next ChangeRoom function. To resolve this you could create temporary x/y values in the original room, store them before the player changes room so they = the location you want him to be when he comes back, then use them in the 'beforeFadeIn' to position the character back where he was. You may also have to select the correct loop depending on whether the character does anything in the cutscene room.

e.g.

Code: ags

//ORIGINAL ROOM

int returnX;
int returnY;

////HOTSPOT SKY////
function hSky_AnyClick()
{
  player.FaceDirection(eDir_Up);
  // PICK UP
  if(UsedAction(eGA_PickUp)) {
    player.Say("Hm. It should be possible to build a... hm...");
  returnX = cPlayer.x; //or cHector
  returnY = cPlayer.y; //or cHector
    cHector.ChangeRoom(61, -100, -100);
  }
  else Unhandled();
}

//ROOM LOAD
function room_Load()
{
  cPlayer.x = returnX; //or cHector
  cPlayer.y = returnY; //or cHector
}


Alternatively you work out what the players x/y coordinates are before they changeRoom and then use them when using changeRoom to return to the original room.

QuoteAlso, I tried with the "room_AfterFadeIn()", but it didn't work too well. I tried this:

OK, is cHector the player? Try:
Code: ags
if(cHector.PreviousRoom == 61)



EDIT - oh and with regards:
QuoteI tried with the "StartCutscene"/"EndCutscene", but I'm not sure there to place them? Are they supposed to be placed inside the Original room or the Cutscene room?

It's up to you but you usually have them at the start of the cutscene and then at the very end (before the player takes control again / has to answer dialog / or is about to say something that shouldn't be skippable). Example below:
Code: ags
////HOTSPOT SKY////
function hSky_AnyClick()
{
  player.FaceDirection(eDir_Up);
  // PICK UP
  if(UsedAction(eGA_PickUp)) {
    StartCutscene(eSkipESCOnly);
    player.Say("Hm. It should be possible to build a... hm...");
    cHector.ChangeRoom(61, -100, -100);
  }
  else Unhandled();
}
 
function room_AfterFadeIn()
    {
    if(player.PreviousRoom == 61)
        player.Say("And I could call it a sky rocket!");
        Wait(30);
        player.Say("Naah, who am I kidding? That would never work.");
        EndCutscene();
    }



EDIT 2 - I note the player is interacting with the Sky - is this game about Jimi Hendrix?
#265
Congratulations to everyone who took part - I can't believe the standard that this competition produces month on month. The hardest part for me was probably choosing my winners!
#266
Someone might word this better than me but first let's deal with your problem:

My assumption is that you want the player to do this - player.Say("More text!"); - after the cutscene has happened. All code within a function, even after a 'changeroom' event, will be completed before the room changes - which is why you're seeing all the dialog in one chunk before the cutscene. To do what you want to do you need to catch the player returning to the Original room (most likely in the room after fade in function) after the cutscene has been shown. You can use 'if (cPlayer.previousRoom == x)' to perform the check.

In terms of cutscenes:

A cutscene doesn't necessarily need to make use of other rooms (it could take place in one room or across many) - it just represents a section of the game where the player has limited control, usually they sit and watch rather than play. They can also usually be skipped by pressing a certain key. You use the startCutscene / EndCutscene commands for this.

#267
May as well leave it open until April 13th then - maybe we'll get some more midi masterpieces in... speaking of which, where is yours ;) Surely there isn't a rule which says the previous winner can't take part?
#268
I like how the forum is fairly non-political but hopefully a little impartial political discussion won't change that.

In terms of the leaders debates - I watched the second half of it although I think the 'realistic' options are all as bad as each other.
- Agree, I think it's a good thing to have the debates and was disappointed by DC's attempts to weasel out of them. Some of the 'minority' party leaders rarely get the airtime alongside the 'big 2' so it's positive in that regard to give them some visibility - although why was Al Murray not invited, disgrace.
- For a seven party debate I thought it actually worked ok with limited interruptions and bickering although I believe the first half was quite shouty (but I missed that).
- My view is that they're ultimately all as bad as each other, just some are more 'politically / media honed' than the others - hence the constant cringeworthy turn-to-camera-and-execute-soundbite.
- At the end of the day, I don't trust any of them to do what they say they will. Until my trust is restored, I'll have a hard time wanting to vote for any of them. Catch 22.
#269
The Rumpus Room / Re: AGS Cryptic
Fri 03/04/2015 00:02:07
Diminished and confused app-portraits follow follow (4,4)

Adventure Game Related

(this should be short and sweet)
#270
The Rumpus Room / Re: AGS Cryptic
Thu 02/04/2015 14:57:12
Wait... wait... is it as simple as:
Spoiler
Best ideas of men last =
last ideas of men best =
which when corrupted = last ideas men best of =
which when incompleted = limbo?
[close]
#271
I honestly don't mind. How long do they normally run for?
#272
Played it through (I know nothing of HP Lovecraft and his works so this was all new to me). Really enjoyed it, the character art is surprisingly expressive and it's a joy to look at. The background art in general is fantastic. It's short but well paced and the ending is particularly well done. Terrible is an understatement!

One minor thing I noted:
Spoiler
When you need to find out the newspaper name - I'm pretty sure I was told first to find out her profession... but she wouldn't speak to me... and then I did something else (probably trying to guess the newspaper name) and the next she couldn't wait to tell me what she did for a living. I'd have to try and replicate to make sure it wasn't user error but even so it was a minor, minor thing.
[close]
#273
The Rumpus Room / Re: AGS Cryptic
Tue 31/03/2015 20:50:41
Spoiler

- Best ideas of men last - well the first part is from the bible (Corinthians something about god ignoring mens best ideas). The "last" I assume means this part is at the end of the word?
- incompletely and corrupted - I assume it's something to do with either synonyms or that letters are missing or changed?
[close]
#274
The Rumpus Room / Re: Corrupt-A-wish!
Mon 30/03/2015 23:40:00
Granted but you soon grow tired of having to push both your testicles in for 10 seconds to re-sync the connection of your cordless phallus... and let's not broach the pain of battery replacements.

I wish my dog could talk.
#275
Congratulations to everyone who took part. The voting process is almost as challenging as making the background... and I thought that before the deadline was extended! All of them are superb in their own way and I wish I could vote for them all.

IDEA/CONCEPT: Loominous lovely twist on the concept, introducing warmth and innocence.
PLAYABLE: MonsieurOUXX but on a flip of a coin with WRK. Both are such outstanding examples of pixel majesty.
ARTISTIC EXECUTION: 304 - When I first saw this it captured and imprisoned my vote in this category. Simply beautiful use of colour and depth. Something about it reminds me a lot of my time in Skyrim.

@Grundislav - BATHYSPHERE!! My new favourite word (and thing)!
#276
Teach me. Teach me the ways of the pixel.

Incredible scene and well worth the wait. I can't help but imagine the two generators at the back as little robot faces looking on with fear at what is going on in front of them!

Such an array of fantastic backgrounds... each deserving of victory.
#277
Well - I play guitar and drums - but I'm no composer of tunes.

Here, to get the ball rolling and kick-start the funk I've created this short midi *cough* masterpiece *cough*!
https://soundcloud.com/haggini/the-haggini-strut-2

It was supposed to be loopable but given i didn't know what I was doing... I messed up.
Also - I'm not even sure it's 'just MIDI'.

BRING THE FUNK PEOPLE

Disclaimer - it may not even qualify as funk.
#278
@Creamy - thanks! I was planning to add some text or some markings to the exterior of the pod but I just couldn't achieve it in a way I was happy with within the timescales.

QuoteIs it a second pod in the distance?

Correct! I was going for full on isolation but Cassie gave me the idea to subtly hint at the existence of other pods out there.
#279
Loved it, great character to it.
#280
@WRK - yet more beautiful pixel art from your bad self! Stunning. Love all the little details. How does one pick a winner from all these magnificent works?

@MonsieurOUXX - it's not even finished yet and I know it's going to be another masterpiece! For info - to get around the fact the image is very very dark I stuck your image in photoshop and ramped up the contrast / brightness so I could make it out.
SMF spam blocked by CleanTalk