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Messages - Kinoko

#1261
Positive. As I said, the code worked before I tried to check global int 11, and I've used it all over the place with no problems.
#1262
Turn before walking is turned off in both general settings and for each individual character. I did try changing to player.FaceCharacter though, but it made no difference.
#1263
(I'm sorry for all my threads but I've just been scripting almost non-stop for days so I have a lot of seperate issues.)

I wrote this code in a room script awhile ago to go alongside the character detection and CCS plugins. It always, seemingly, worked fine and today I decided to adjust it:

Code: ags

if ((fawnyaret == CD_COLLISION) && (GetGlobalInt(11)==0)) {
  FaceCharacter(FAWNYA, EGO);
  SetGlobalInt(11, 1);
  }
else if ((fawnyaret == CD_NO_COLLISION) && (GetGlobalInt(11)==1)) {
  SetGlobalInt(11, 0);
  cFawnya.FaceLocation(character[FAWNYA].x, character[FAWNYA].y+5, eNoBlock);
  Wait(1);
}


I basically just added the FaceLocation line so that when I walked away from the NPC, it would face downwards again. I also added to corresponding code in the global script:

if ((fawnyaret == CD_COLLISION) && (IsKeyPressed(keyx)) && (GetGlobalInt(11)==1)) TypeLineSay ("Blah blah blah", 20, 160, 275, 2, -1);

(added bold code) so that you could only talk to the NPC if you were facing each other.

I noticed neither change worked. I couldn't talk to the NPC nor would it turn downwards when I walked away, but it -would- face me when I 'collided' with it.

I tested a few things and discovered that the line " SetGlobalInt(11, 1); " wasn't happening. The GlobalInt is never changing. This would explain perfectly why the code isn't working, but I can't explain why the GlobalInt isn't changing, especially since the line of code directly before it is working.

Is there some problem with changing global ints in a room script? I've already checked both the room script and the global script for any other instance of GlobalInt(11 that might be conflicting but there's nada.
#1264
General Discussion / Re: Blasphemy
Mon 11/07/2005 08:16:59
Quote from: YakSpit on Mon 11/07/2005 07:47:56
I'd like to second Kinoko.  Let's lock Kinoko in the popular threads forum and never mention her again.

Hooray, I'm popular!
#1265
The Rumpus Room / Re: Best ROCK song ever!
Mon 11/07/2005 06:19:10
I'm not a big Nirvana fan but some of their songs really are just legendary for me, and Smells Like Teen Spirit always makes me sit up and listen (to the music that is, the lyrics are jibberish).

Aerosmith's "Nine Lives"... man, I love that song.
#1266
General Discussion / Re: Blasphemy
Mon 11/07/2005 03:59:43
Oh god, not this bloody discussion again @_@ Can't we stick it in popular threads and ban all further mention?
#1267
That works great, no problems ^_^
#1268
Hehe, I already did in my keyboard movement thread :P I used 'is Animating' instead. I haven't run into any problems with it so far.
#1269
Well, it's a check to see if -any- character is in said position (gee, why does this sound familiar)...

I'd like my characters to be solid but because this walking code only checks whether there's a walkable area or not, I need it to also check if a character is on said x/y position too.
#1270
Actually, I did go and find another way to check :P
#1271
This is really for Scorporius but if anyone else can answer me, please do so ^_^

I'm using the Character Control System plugin (v1.02) and trying to write some code so that a character moves either only on the x axis or only on the y axis.

This is the code for the Y axis movement inside a function I've made:

Code: ags

int currentx = character[charname].x;
StrFormat(randompathy,"MOVE:%d,%d;WAIT:%d;GOTO:1;",currentx, y1, weight);
ccCreateCommand(numb+1, randompathy);


This will work for the first run through but to do it this way I need the command to update the character's y position after every MOVE. Is there some way to make this possible? I've thought of setting a GlobalInt to the currenty variable but I don't think I can get MOVE to use that.
#1272
Ah well, thanks ^_^
#1273
I think if you look closely you'll notice the words on the shirt are fake too. This was originally just a picture of some woman selling crap. :)
#1274
I'm trying one other thing and if that doesn't work, I'll give your code a try, Rui. Thanks!

EDIT: I solved the idle problem by placing a cEgo.SetIdleView(-1,  30); line after the characterY += dyf*... lines in both the TryDiagonal and TryStraight functions, and then placing:

Code: ags

if ((character[EGO].Animating==0) && (cEgo.IdleView==-1)) {
     cEgo.SetIdleView(5,  30);
     SetLabelText(27, 0, "IDLE ON");
   }


in Repeatedly_execute. Works fine now (as far as I've tested so far).

I've also noticed one more problem. Even though the NPCs in my game are "solid", this walking code doesn't check for them so EGO walks right through them.

EDIT2: Is there any way to check if there's a character at a certain x/y position?
     
#1275
But ANY key, not a specific key.
#1276
How can I check if any key is currently pressed in repeatedly_execute? I tried keycode which doesn't work outside of on_key_press and I even tried if (on_key_press==0) but yeah, that didn't work (it was a long shot).
#1277
I just want to add that I'm with Rui on this. Good luck to you and your game, I'm sure it's great but I wouldn't pay for it and I don't think anyone should have a problem with that. It's economics. I don't have a problem with you charging for it either. If you can charge for it and make money, then obviously it worked for you! At the same time, and I know I've said this many times before and no disrespect to you Vince because you know I love you ^_-, but I don't agree with the argument that people should 'support' an industry. It's like sympathy money (to the people getting it, it makes little difference). I think if you see a game and you say to yourself honestly, "Heck, I want to buy that there game" then that's great. If you go, "Hmm, well I'm on the fence about buying it but hey, I want the industry to grow", even though you're perfectly entitled to do so, I think it's a terrible reason. The game should be good enough for you to want to pay money for it based on it's own merits. If not, then you shouldn't buy it. I mean, if we all went around buying games based on that reasoning, it's going to lessen the motivation to push ourselves in creating games of true quality.

I'm only willing to pay for a game that, aside for all the usual reasons of having a great story and arousing my interests, is comprable to a commercial game. I don't mean modern commercial games necessarilly, but something I could imagine at some stage could have been on shelves. Something I don't look at and say, "This is an independant adventure game". If I play the game and don't even THINK about whether it's independant or not, that's a game I'd (possibly) be willing to pay for... and I have. I forked over a whopping $6 to Yahtzee and I've never regretted it because when I played 5 Days when it first came out, I was utterly impressed with it's over-all professionalism (on top of the fact that I just loved it for story and everything else).

To get back to the game in question, like Rui, I wouldn't buy it even if it were perfect in every other way based on the fact that it didn't have a custom GUI because I wouldn't be able to get past seeing an amateur game. The game wouldn't seem complete, and I'd feel ripped off that I was missing out on that little bit of extra effort.

This is me. Other people don't think that way and it's fine but my point is that I just don't agree with the fact that people should feel obligated to buy a game in order to "support the industry" (and I'm not speaking to on that one Vince, I know you didn't mean that but lots of people do).

I also have to say, regardless of whether it's a paint over or not, those two screens are INCREDIBLY similar. Coincidences do happen though, and we can all be influenced by past games we've played unconciously.
#1278
You know, it's almost funny to see these things as they begin.

Ahh, smurfy ^_^ It's nice art but your post is gonna be locked. You have to read the rules before posting. This forum is for announcing games you've started, not looking for a team.
#1279
Adventure Related Talk & Chat / Re: Facade
Sun 10/07/2005 02:50:52
Well, I downloaded it and it just kind of loads eternally, slowing everything else on the computer to an almost dead stop. I guess my computer doesn't have enough grunt for it.
#1280
Messy? I'll be the judge of that ^_- If you don't mind, share away!
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