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Messages - Khris

#12581
I can't wait to see the game's gfx. The start screen looks very promising.
#12582
Beginners' Technical Questions / Re: Timing
Sat 09/04/2005 07:47:25
you mean like a countdown?
there's a search button somewhere up there /\, it's meant to be used, not for decoration

I'm tired.
#12583
It should look like this:

#sectionstart hotspot1_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a(){
Ã,  // script for hotspot1: Use inventory on hotspot
if (character[GetPlayerCharacter()].activeinv == 1)
{
SetCharacterIdle (0, -1, -1);
SetCharacterView (0, 11);
AnimateCharacter (0, 0, 3, 0);
Ã,  }
}
#sectionend hotspot1_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#12584
colliding code is the code that's executed if (AreCharactersColliding(EGO,MAN)==1)
You want to make the player character go to a different room, so:

if (AreCharactersColliding(EGO,MAN)==1)
  { NewRoomEx(room, x, y); }
#12585
Sorry, seems like I was asleep while reading this thread...
#12586
in the 'player enters screen (before fadein)' event, you put:

SetObjectView (int object, int view);
AnimateObject (int object, int loop, int delay, int repeat);

that's it.

So given the smoke is the first object (#0) and you are using loop 0 of the 2nd view, it could like this:

SetObjectView (0, 2);
AnimateObject (0, 0, 2, 1);
#12587
There is no function that returns the direction the character's facing, but there is a workaround.
You could write your own custom FaceCharacter/FaceLocation function that stores the evaluated direction in a GlobalInt.
Another custom function named e.g. FacePreviousDir reads the GlobalInt and turns the char accordingly.
#12588
The solution to your problem is a very well kept secret among the oldest board members here, so be prepared to enter three deadly trials for it to be yours.

Just kidding, it's right there in the MANUAL.

Tutorial -> Setting up the game -> Conversations
The function you need is goto-dialog x.
#12589
Use a GlobalInt to keep track of the number of guys killed.
In the room's repeatedly_execute, check whether the GlobalInt's value is equal to 5, and if it is, turn on the ladder's object.

If you still don't know what the f*** we're talking about, you'll have to do it like everybody else:
Use these step-by-step instructions:

1. read the manual, read the faq, do the tutorial
2. experiment
3. learn the script language
4. experiment
5. solve your (really easy) problem on your own and pat yourself on the shoulder.

I don't wanna sound too mean, but you can't expect a step-by-step solution for every simple problem you have.
Plus, it's quite hard to help you with a few quick lines if we don't know more details about your problem, e.g. in which way are the people killed, do you use scripting all the time or only when it's necessary a.s.o.
#12590
The standard way of doing this is to draw a region in the room editor which sends the player to the next room if he steps on it.

How did you do it?
#12591
Quote from: Mats Berglinn on Tue 05/04/2005 17:11:40
khrismuc: Why do you say that when you have made Maniac Mansion Mania 2 which is Maniac Mansion fangame?
1. Making a MM fangame isn't half as challenging as making a DOTT fangame. Plus I loved DOTT, but I'm not too fond of MM, so I don't care if a MM fangame sucks.
2. LucasFan provided ready-made chars and backgrounds, I'd never even have thought of making a MM fangame from scratch. Although emulating the MM style, even that of MM Deluxe, isn't that hard. But emulating the gfx of DOTT is a whole different story. Many have tried, many have failed.
Don't take it personal, but I doubt that you are able to do it. (Neither am I.)
#12592
Quote from: Helm on Tue 05/04/2005 13:10:04
I think a great idea would be to not make a DOTT fangame. But that's maybe just me.
It's me too, at least.
#12593
Competitions & Activities / Re: April MAGS
Tue 05/04/2005 11:18:15
Don't hit me now, but it's "palette"  :=
#12594
Just finished it, too.

Nice game, great death anims :)

I don't like pixel hunts, too, but it wasn't that bad with your game. At least the names of the hotspots are displayed.
#12595
It's quite simple. Just press F1 at the AGS mainscreen.
#12596
Ooops, I totally forgot about this... :=

captain nemo: I still can't see your submission.

So: SSH is a winner! (close ;))
#12597
Critics' Lounge / Re: My characters
Sat 02/04/2005 15:02:45
Code: ags
[img]http://www.2dadventure.com/ags/henry2.PNG[/img]


Put it like this, and you get

#12598
I've played around a bit with Roger, testing different speeds and animation speeds.
My conclusions so far:

Speed sets the amount of pixels the character moves between two walk-cycle frames.
Ideally, this number is chosen before drawing the walk-cycle; feet touching the ground should move this very number of pixels between frames to avoid gliding/moonwalking.
Values from 4 (many frames) to 8 (few frames) seem to give good results (low-res games).
Once the speed setting has been established, leave it alone! To change the character's velocity, use animation speed only.

Animation speed sets the time in game-cycles (1/40s normally) between two walk-cycle frames.
Let's say you want the main character to move at a speed of v=100px/s. (That way it'll take him 3 seconds to cross a 320-screen, which is a reasonable time, IMO.)
And let's say we set the speed (frame-to-frame-distance) to s=5.
Then the animation speed is: (s*40)/v=(5*40)/100, which evaluates to 2.
Or in general: animation speed = (speed * gamecyles per second) / desired velocity in px/s.

So: Every animationspeed gamecycles, the character moves speed pixels and the next walk-cycle frame is displayed.

Phew. Hope this helps.

Edit: It's funny that neither speed nor animation speed are actually speeds. The former is a distance, the latter's an amount of time :)
#12599
helppls:
Spoiler
It's half buried in sand at the beach. (To the right of the village.)
[close]

pelican:
Thanks, I missed that one has to
Spoiler
put food on the ground, too.
[close]

But, still stuck:
Spoiler
After I cleared up the debris, I wasn't sure what to do. I figure that I somehow have to get the boy's rubber snake to scare away the guard. Then the iron rod will break the gate's lock, I hope.
So, how do I get the snake?
[close]
#12600
You have to make a seperate region for each combination of color tint and light level.
I made a quick example with: dark, dark & blue, blue
Unfortunately, when I tried the same with light & blue, the result wasn't too convincing.

Here's the 'game', including a crappy char :)
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