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Messages - Kinoko

#1241
Advanced Technical Forum / Re: CCS plugin help
Thu 14/07/2005 01:43:04
Er, it was supposed to be currentx in that example ^_^ whoops. Fixed now.
#1242
I think there are some similarities but nothing near thinking one artist saw the other picture. As Alun pointed out, most of it is simply because that's a particular style of architecture and the rest is really just coincidence and also common sense as far as aesthetics are concerned.
#1243
General Discussion / Re: Blasphemy
Wed 13/07/2005 15:13:23
Oh great, now I'm in hell. What the Kansas?
#1244
General Discussion / Script your daily event!
Wed 13/07/2005 13:57:29
I find myself doing this all the time lately, so I imagine I'm not the only one. Basically, write a script that describes a thought process or an action you perform in your daily life.

Here's mine:

function Ignore() {
  cEgo.Animate(currentactivity, vigor);
}

function Go() {
  int rand = Random(10);
  if (toiletcloseby==1) cEgo.Walk (toiletx, toilety, eBlock, eAnywhere);
  else if (toiletcloseby==0) cEgo.Walk (rand, rand, eBlock, eAnywhere);
}

[on key press]
if (urge==1) {
  if (urine<bladder) Ignore();
  if (urine>=bladder) Go();
}

Call me nuts, but I find it fun ^_^
#1245
General Discussion / Re: Blasphemy
Wed 13/07/2005 12:43:53
I repeateded it 5 times and I'm STILL not back in Kansas. What the hell?
#1246
Makes me ill but... damn, I'd like to try it ^_^

I'm always happy with mint chocolate, I think it's the best classic flavour of icecream. I think one of my 'favourites' though is rum and raisin. Last time I had it with a kind of Bailey's flavour (I figured I might as well go all out with the alcohol) and holy hell, it was great.

Coconut gelato too, mmm.
#1247
Yep, this thread is so long 'cause I have boobies. Who doesn't want to reply to one with boobies? Plus, we're all united by a love of icecream.

Ed: Pistaccio? ALWAYS reminds me of a segment on Sesame Street where Ernie bought a huge icecream with all the flavours that was like 15 scoops high. It was the first place I ever heard the word 'pistaccio'.
#1248
Pff, I don't want advice on how to not want icecream and eat like a wuss :P Anyway, I'm eating icecream right now. Yum! I haven't had it in aaaaaaages.

Re: the pizza - I ate 2 slices and the rest is wrapped up in the fridge ^_^

Helm - I'm happy to have helped!
#1249
Well, I ordered pizza. It's gonna take 3 quarters of an hour, it's hideously expensive, but it's kind of fun because I've never ordered pizza when I've been by myself.

So much for saving money. Meh.
#1250
Regardless of dictionary meaning, you don't say, "I have a craving to kill the teletubbies".
#1251
That's not what craving means.
#1252
The petrol  station's just as far away as the shopping centre. I'm think I'm a-gon order pizza later. It's expensive, but it'll do me for 2 nights dinner.
#1253
Pff, mobile phones. They pale like an ant's toe to the sun in comparison to icecream.

I also think bringing mobile phones to school is stupid and should be banned ^_^ School is a place for icecream, not over-hyped technology.
#1254
My boyfriend has gone interstate for 3 days, and so I have the house to myself. The noodles I bought to sustain myself during this period tasted like crap so I threw them away. I don't so much care about dinner, but now I want icecream. I'm left with the question, "How do I GET icecream?".

The best I can come up with is ordering a pizza from Pizza Hut just to get their icecreams. I could walk down to the nearest shopping centre but I don't know when it's closing time is (it could be in half an hour) and that means walking 25 minutes each way carrying icecream. Seems a bit silly, but it would be cheaper. Then again, I'd have to walk. Hmm.

You can see my predicament.

In order not to waste this thread, let me ask you. Do you get stupid irrational cravings at times like this?
#1255
It is because you can approach them from all 4 sides and I need to have a mask at their feet. I don't want character A to stand above overlapping with characters B's head and still be able to talk.
#1256
I'll post what the readme for it says:

int spriteSpriteColDetect(int id1, int type1, int slot1,
           int id2, int type2, int slot2);

Pre-Condition(s):
  Both sprites exist.
  Both entities exist.   
   
Input:
  id1      - Id of first entity you want use for collision detection.
  type1    - Type of the first entity:
                CD_OBJECT(0) - If the entity is an object.
                CD_CHARACTER(1) - If the entity is a character.
  slot1    - Slot number of the first sprite (>0).
  id2      - Id of second entity you want use for collision detection.
  type2    - Type of the second entity:
                CD_OBJECT(0) - If the entity is an object.
                CD_CHARACTER(1) - If the entity is a character.
  slot2    - Slot number of the second sprite (>0).

Output:
  CD_NO_COLLISION(0) - No collision found.
  CD_COLLISION(1) - Collision found.
  CD_PARAM_ERROR(-1) - Parameter error (out of range).
  CD_SYS_ERROR(-2) - System error.

  if(debug mode)
    Generates "spriteSpriteColDetect.txt" in the current active directory

Post-Condition(s):
  None

Description:
Performs full object-to-object pixel-level collision detection. If the sprites
are touching each other, the overlapping rectangle is scanned pixel-by-pixel
in both sprites. If the same pixel is non-transparent for both of them, a
collision is detected.

Use this function if you need to test two full-sized objects for
pixel-perfect collision detection. This algorithm can be quite expensive,
especially if the overlapping region is mostly transparent. Perhaps you should
try to minimize its use in your game. You may want to determine at run-time
which objects need full, object-to-object pixel-level collision detection and
which objects can get away with one of the cheaper varieties.

The transparent color used is either the default (see resetTransparentColor
for more information) or set by the user (see setTransparentColor for more
information).

If debug mode is enabled, function data is written to
'spriteSpriteColDetect.txt'. This file is created in the output directory of
your game. If your game is stored in 'C:\games\my_game\', then
'spriteSpriteColDetect.txt' is stored in 'C:\games\my_game\compiled\'
alongside with your game's exe file. Keep in mind that this file is
overwritten every time this function is called (for more information, see
the notes section).

Currently, the 'spriteSpriteColDetect.txt' file contains the following
information:
  * Both sprites' room coordinates (x, y).
  * Both sprites' viewport coordinates (x, y).
  * Both sprites' dimensions(width, height).
  * Both sprites' color depth (bits) and transparent color (index, (R, G, B)).
  * Both sprites' scaling factor (%).
  * Both sprites' bounding box limits.
  * Both sprites' overlapping rectangle dimensions (width, height). (*)
  * Both sprites' overlapping rectangle limits. (*)
  * Collision detection result, which is also displayed next to the mouse
    cursor (for more information, please consult setDebugMode()). 

This function is the slowest of the bunch, but also the more accurate. This
offers you completely accurate collision detection, at the expense of speed!

Note: slot1 and slot2 parameters are temporary and will disappear in future
versions (see 'limitations' section). Don't get too attached to them!

(*) Only appears if the sprites' are overlapping.

Example(s):

   // Test for collisions between character EGO (sprite slot 30) and current
   // room's object 1 (sprite slot 10)
   int ret = spriteSpriteColDetect(EGO, CD_CHARACTER, 30, 1, CD_OBJECT, 10);

   // Test for collisions between current room's object 2 (sprite slot 25)
   // and current room's object 1 (sprite slot 10)
   int ret = spriteSpriteColDetect(2, CD_OBJECT, 25, 1, CD_OBJECT, 10);
#1257
Right, did that and basically is displays 0 until I collide with this particular character, when the display goes on/off/on/off repeatedly.

I'm using fawnyaret as an example, but I have this same exact code working with about 10 or so other characters in the room and so I tried colliding with them and it only worked with one or two other characters. There's 0 difference in the codes between all these characters save the names themselves, so I'm now wondering if the problem is the new walking code Steve has been writing for me. It seemed to be working fine but then again, back then I wasn't noticing the global int turning on and off until I added the extra 'if' to my talking codes. The thread is here, anyway: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21654.0

I suspected these problems might be related but I didn't know so I figured it was better to start a new thread. For all I knew, it could have been related to this thread of mine, another one of mine, or something totally new so I didn't want to presume anything.
#1258
Okay, here's all the related script.

I have the line fawnyaret = charCharColDetectEx (EGO, 68, FAWNYA, 68); in my global script in repeatedly_execute.

I have this custom function:

Code: ags

function charCharColDetectEx(int CharID1, int slot1, int CharID2, int slot2) {
   int room1;
   int room2;  
   if (CharID1 != GetPlayerCharacter()) room1 = ccGetCharacterRoom(CharID1);
   else room1 = character[CharID1].room;
   if (CharID2 != GetPlayerCharacter()) room2 = ccGetCharacterRoom(CharID2);
   else room2 = character[CharID2].room;  
   if (room1 == room2) return spriteSpriteColDetect(CharID1, CD_CHARACTER, slot1, CharID2, CD_CHARACTER, slot2);
   else return CD_NO_COLLISION;
} 


Which came from Scorporius to solve a problem I was having with something or other (can't remember now).

Then I have that code I posted earlier in the room script.

I've been looking it all over trying to think of where it could be conflicting with something else but it seems pretty straightforward. I know there has to be some problem somewhere but I don't know what.
#1259
I used the Display code and it showed that the global int is turning on and off continuously when I 'collide' with the character (don't know why the GUI lebel I set up to tell me the value of the global int didn't work...)

I don't know why this is happening yet, but it seems for some reason the game is reading the collision as turning on and off.
#1260
Double checked and triple checked... the thing that gets me is that it should be so simple, it's not a complicated code. Even if you forget the part in the global script, the room script section should be working. I've tested each part individually and the only line that isn't working is "SetGlobalInt(11,1);"

I've tried moving what's in the room script to the global script and I get the same thing, no change, so my theory of it being because of the room script is shot.
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