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Messages - Knox

#161
Quote from: Crimson Wizard
Won't that defeat the purpose of "ResetRoom"?
Crap, true. Ok forget that, hehe...

Quote from: Crimson Wizard
Are you speaking about new Gui control type? In which case there should be one, although not directly connected to loading sprites.
Nothing will prevent from quickly setup such default bar if someone wants to.

A new Gui control type would be cool...
#162
Quote from: Crimson Wizard
So I guess it would be proper to reset custom properties as well. I will add this to the future 3.4.0 update.

Hmm, perhaps could we have the option per room to reset or not the custom properties? :)

Quote from: Crimson Wizard
I believe preload feature is a must, although I am not so sure about built-in progress bar. IMO the sprite precaching is usefull mainly for hi-res games with complex animations. Such games usually feature distinct UI style, and "default" progress bar will have little use for them, I think. Are there more opinions on this?

A default progress bar could be cool for quickly debugging/setting things up (kind of like the default slider control)...it could be cool that we could modify its art later on, kinda like how we can currently modify the text boxes? Perhaps the user can be able to plug in his own sprite number for the progress bar's background, and his own "bar" sprite as well? That way people can modify the look of the default progress bar as they wish.

Oh, and the progress bar could also be totally optional for those who wouldnt want it displayed.
#163
Since you've removed custom properties limit in this version, will this plugin I am using right now become absolete?  -->
http://www.adventuregamestudio.co.uk/forums/index.php?topic=42446.msg563322#msg563322

Also, do you think there could be a kind of "pre-load" sprites function in this version? Before playing a large animation, the user could just call the function like "preLoadSprites(0,100, true)" or something...and comes with a built-in progress bar for "loading" (which the user could choose to display or not).

This is what Im using now, but it preloads all the sprites so probably not really efficident(?)
Code: ags

function preloadAllSprites_Array()
{
  int spritescount;
  int v = 1;
  while (v < Game.ViewCount+1)
  {
    int l;
    while (l < Game.GetLoopCountForView(v))
    {
      int f;
      while (f < Game.GetFrameCountForLoop(v, l))
      {
        SpritesData[spritescount] = Game.GetViewFrame(v, l, f);
        f++;
        spritescount++;
      }
      l++;
    }
    v++;
  }
  Display("%d sprites written", spritescount);
   
  int s;
  while (s < spritescount) 
  {
    Sprites[s] = DynamicSprite.CreateFromExistingSprite(SpritesData[s].Graphic, true);
    s++;
  }
  Display ("%d dynamic sprites precached",s);
}
#164
I would have to agree with all of calicoreverie's comments in regards to Rosella's face, however the update you just posted is MUCH better than what you had before (in my opinion).

Perhaps to add more "personality" you could give her slight imperfections, like a gap in her teeth (à  la Madonna, hehe) or less makeup, shorter eyelashes, freckles, etc?

The hair looks perfect though, awesome lighting and the skin shader looks pretty good too!
#165
Pure Genious!
#166
I have to admit, being a huge Police Quest fan myself, Im a bit disappointed with what I saw on KickStarter...but in a weird way happy it is nothing like what Im working on, hehe!
#167
Removing limits for gui controls and custom properties is just AWESOME! Thanks Crimson!
#168
Quote from: Calin Leafshade on Thu 11/07/2013 18:02:12
(But i am also a Pumpkins fan and that is my favourite pumpkins album :))

Aaaaaaaaaand the night mare rides on! hehe  8-)

#169
Adore...are you a Smashing Pumpkins fan? :)

Maybe a dumb question but could an AGS project be "transfered" to Adore without too much hassle?
#170
Quote from: Khris on Thu 20/06/2013 00:02:27
I always wonder why people do that since it's so counterintuitive, at least to my mind.

Only shitty games do this  8-)
#171
I'd personally vote to put those features into this beta...perhaps a poll could be made? :)
#172
Quote from: Crimson Wizard on Sun 09/06/2013 12:45:31
...having some or all of the limits removed + some interesting features added, such as changing Custom Properties at runtime.

Big yes from me...I would even pay for that! :-D
#173
Engine Development / Re: On the net
Thu 23/05/2013 03:43:20
Quote from: Crimson Wizard on Wed 22/05/2013 20:34:12
At the moment I am finishing the changes that would remove most of the game object limits (number of room objects, etc).

OOOOoooh yah! :shocked:
#174
Would it be possible/easy enough to increase the Custom Properties limit, or remove limits on that?

I think the limit is 30 right now. Something like 50-100 could be cool :)

Ok Im guessing this request could be merged into this issue?
http://www.adventuregamestudio.co.uk/forums/index.php?issue=295.0
#175
I was searching the threads to see if this problem has been posted before and only seemed to find this thread (with no response):
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46041.msg617865#msg617865

Ive come up with a solution, however for some reason it doesnt seem to work when I press the PageUp or PageDown keys (diagonal up right, diagonal down right)
Code: ags

//IN REP EXEC:
void holdKey_TapMode()
{
  if (bKbdTap)
  {
    if (!bPressMode_Temp && (IsKeyPressed(eKeyRightArrow) || IsKeyPressed(eKeyLeftArrow) || IsKeyPressed(eKeyUpArrow) || IsKeyPressed      (eKeyDownArrow) || IsKeyPressed(eKeyPageUp) || IsKeyPressed(eKeyPageDown) || IsKeyPressed(eKeyEnd) || IsKeyPressed(eKeyHome))) 
    { 
      iKbdPressTimer++;
      if (iKbdPressTimer >= 10)
      {
        KeyboardMovement.SetMode(eKeyboardMovement_Pressing);
        bPressMode_Temp = true;
        iKbdPressTimer = 0;
      }
    }
    else if (!IsKeyPressed(eKeyRightArrow) && !IsKeyPressed(eKeyLeftArrow) && !IsKeyPressed(eKeyUpArrow) && !IsKeyPressed(eKeyDownArrow) && !IsKeyPressed(eKeyPageUp) && !IsKeyPressed(eKeyPageDown) && !IsKeyPressed(eKeyEnd) && !IsKeyPressed(eKeyHome)) 
    {
      if (bPressMode_Temp)
      {
        bPressMode_Temp = false;
        KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
      }
    }
  }  
}


What it does is if the user holds down on the key while in tap mode, it will temporarily switch to the press mode so the ugly stuttering no longer happens.

Only thing is, for some reason it doesnt work for those 2 keys (or directions). What am I doing wrong?

Ok, found the prob! Is this a good way of solving the issue?
#176
If its means anything you've taught me a lot about scripting (and so many others I'm sure), and all those plugins/modules you've made is amazing! Im glad you're part of this community...and I dont think it would be the same without you. :)
#177
These are all great comments, thanks! :)

I like the idea of giving the player the choice within the game settings, that way I guess everyone can be happy. I personally wouldn't want to teleport within a room either, however running wouldn't bother as much.

Perhaps I could disable the run for certain areas I really want the player to take their time, and less important areas (like long non-interactive hallways, streets, etc) the run could be "unlocked".
#178
Hi,

When playing an adventure game, sometimes players (myself included) get impatient and would like to bypass a character walking from A to B.

I was wondering what would most people prefer between 2 options to bypass the walking animation:

A) While walking to point B, the player can right-click the mouse and the character will instantly appear at point B
B) While walking to point B, the player can right-click the mouse and the character will run to point B.

I was thinking I could even give the option to the player to choose which they prefer in the game settings.

The only thing Im "worried" about is if the player chooses option B to bypass walking animations, the run icon/mouse mode becomes kind of redundant:


What do you think?
#179
...and it makes you cool.
#180
By the way, I was able to modify a FONT.xx file and added custom alpha sprites (with no semi-transparency mind-you) instead of chars like "o", "p", "q", etc...then I use the DrawString function to "cut" with magic pink those sprites...it works well with what I wanted to do with the mower. Its fast too!
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