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Messages - Khris

#5141
First of all, you're using room objects to display these labels? That's a bad route. A GUI is much better suited to do this.
Objects are meant to represent stuff in a room that's apart from the background but still part of the game world. They should never be used as part of the UI.
(One simple reason is that you have to recreate the object in every new room while you'll only need one GUI total.)

To answer your question: the mouse cursor is always on top of everything else, no exception.
To solve this problem, provided you're using a GUI for the labels, use another GUI with a lower zOrder to represent the mouse position/cursor.

We can help you with coding that, but first you should ditch using objects for UI labels.
Are you using one object per room that contains all the labels and turn it on/off?
#5142
Here's generic man, a great template for a 320 game:

[imgzoom]http://i.imgur.com/BWzJp.png[/imgzoom]
(by Antipus, used in Arden's Vale)
#5143
I guess the reason is that the sprite starts to look really ugly at zoom levels above 200%...?
It's curious though that the room editor allows numbers much higher than 200.

Anyway, the first thing that comes to mind is using a walkable area. Is there any reason why you aren't using one? If you don't want the character to be able to walk, there's other ways of achieving that.
#5144
Game designers might want to add a visible hotspot marker to their eModeUseinv cursor for extra precision. This can be done by AGS automatically (in which case a crosshair is drawn at the hotspot of the cursor). Alternatively, one can use a custom sprite. This sprite's position in relation to the cursor hotspot can not be changed; the sprite is always centered (since AGS assumes that the game designer will still use some sort of crosshair).

Thus, veggie_89's tip was: if the supposed hotspot of the hotspot marker isn't in the sprite's center, add borders to the sprite until it is.
I can confirm this for 3.2.1.

Also, the cursor sprite doesn't get extended if the hotspot marker only overlaps part of it. Thus make sure that there's a big enough area around the inv items hotspot to hold the entire marker. If necessary, increase the inv item sprite's canvas to prevent part of the marker from being cut off.
#5145
It's on hold :)
I still have to code the splicing of the sprites along tile borders and at this point I'm not sure if it's worth it. Recreating the tile engine only makes sense from a nostalgic point of view, and there's also Golden Sun now with it's really cool 2.5D tile engine.
#5146
Sinsin:
Sorry, but I did consider the possibility that you're looking for a specific recommendation, if YOU will read MY post again.
Also, sometimes people just ask really dumb questions. If you think that a belittling answers is never ok, let's agree to disagree.

I use Notepad++ myself and I absolutely love it. That and Firefox, Firebug and F5 are really all I need.
#5147
I also love Chrono Trigger, and Chrono Cross.

But let's rather talk about digging up a nine year old thread; it's much more interesting than comparing favorite RPGs.
#5148
[lmgtfy]free wysiwyg html editor[/lmgtfy]

Or are you looking for a specific recommendation?
#5149
Hints & Tips / Re: Nancy the Happy Whore
Tue 14/08/2012 22:24:57
Thanks, I missed the additional conversation options.
#5150
In case you're unsure about what the code has to look like exactly:

Code: ags
  SetViewport(mouse.x - System.ViewportWidth/2, mouse.y - System.ViewportHeight/2);


(You might have to include checks but I believe SetViewport ist robust when it comes to values outside the bounds.)
#5151
Critics' Lounge / Re: Pixie Pixels
Tue 14/08/2012 01:19:51
Regarding the positions of arms and wings in the angled sprites:



Also, her hips are really narrow compared to the chest and shoulders.
#5152
Hints & Tips / Re: Nancy the Happy Whore
Tue 14/08/2012 00:47:16
Thanks, but:
Spoiler
the robbers are still in the bathroom. How do I get them out of there? I tried using inv items on the door, but Nancy just enters and I see the usual scene again.
[close]
#5153
Hints & Tips / Re: Patchwork
Mon 13/08/2012 20:06:53
Can't believe I've missed that.
Thanks!
#5154
Hints & Tips / Re: Nancy the Happy Whore
Mon 13/08/2012 18:59:04
I'm stuck earlier:
Spoiler
I lit the barbecue and the magazine, the sprinkler is on, but it looks like smoke or steam. Got the chocolate.
I also have the DVD player and a DVD and I'm pretty sure I need to somehow play back the DVD on the monitor by fiddling with the stuff on the roof.
Can't do anything to the robbers.
[close]
#5155
Hints & Tips / Re: Patchwork
Mon 13/08/2012 18:55:56
Thanks, I tried a few but not really thoroughly.

Spoiler
Now Lin won't use the rainstick on the circle because I'm still supposed to do something else first. I have the wire, duct tape and tool box. I can't do anything to the stop sign, and I can't help Bloc with his problem. Also, the glasses disappeared from the inventory after I used them on Bloc.
[close]
#5156
Hints & Tips / Patchwork
Mon 13/08/2012 16:49:39
Got relatively far in this little gem, but now I'm stuck:

Spoiler
I have everything except harmony, what do I do with the crystals?
[close]
#5157
So?
The template is included with AGS and has been for long time now.
#5158
I don't know what the problem is, I created a new game using the template, added a second room, set the character to start off there and could open the inventory just fine.
There's nothing in the template's on_mouse_click that checks the room the player is in, and there's no event code in room 1 at all (which might have done additional setup that's now omitted).

Whatever the reason, it's specific to your current implementation, and there's probably no way for us to figure out what's happening without taking a look at the source files.
#5159
Ah ok, I read it wrong then.

One thing I can think of is including the movies' sound tracks separately and playing them right before playing the video.
#5160
Btw, assuming some AI isn't sending the guard through multiple rooms, a simpler way would be to just call the relevant commands right when you're removing the guard from the room.
Putting stuff in rep_exe is only necessary to handle reactions to situations that happen at some arbitrary point in the future.
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