Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Knox

#241
Ill continue trying myself, I'll post what I come up.
#242
I think its more than that (Ive got that option checked)... browsing the threads on isometric maps, I believe there is more than meets the eye. Lots of math I dont understand, geeze maybe Im way over my head here for this!! Perhaps I need to rethink the angle (like just do a top-down), but I asked someone here who is really good to help me out, hopefully something can be worked out :)

I know its beyond my capabilities, not only in scripting but in intelligence, hehe :P
#243
Awesome, I always thought it would have been cool to export walkable areas/hotspots, etc to a bmp file...very good idea!

It would be nice that as it exports, it appends the room number to the name (WalkableAreas_Room01.bmp) or something like that.

Seems if the room is very large (3072x2304, for example), the bmp file has a large black space and the walkable mask is reduced to the top left corner by 25%.

This, again, is a very good idea!!
#244
Thanks steptoe, that part is solved (Im wondering if its anywhere in the manual that you need 2 sprites per loop for the diagonals to work?)

I renamed the title because I didnt want to bother you all with yet another thread  :=

Ok, Im getting a bit further in trying to do a driving module...however I think I would need help on this part:

Check the video, I made a place-holder template with an Iso-grid, the streets will always be at this angle. I only need the up/down/left/right loops when the car is turning...other than that, the car should never use those loops...as you can see in the video, that's not the case: sometimes, when I click on a walkable area, the car will slide in the wrong loop while moving diagonally...how can I make those 4 loops only accessible when the car is turning, but other than that the car will always move with the diagonal loops?

http://www.youtube.com/watch?v=SKIMyVcgLjQ


Ill check out the other threads on isometric maps + movement (if any), to see if  I can get some pointers there, but in the meantime, any help is appreciated!

**Edit :I guess Im looking for what this person asked here: http://www.adventuregamestudio.co.uk/yabb/index.php?PHPSESSID=6ve262cd3e75q7svke88rgrs74&topic=30325.0
#245
Geeze I just found out if your loop only has one sprite in it, it wont travel along the diagonal...as soon as I put in 2 sprites per loop, it moves diagonally like it should.
#246
Hi steptoe,

I'm aware of the diagonal loops property in the manual, but if you test it out with a simple sprite (like in the example pic below), it doesnt "lock" to the diagonal loop while moving...it actually uses the wrong loop for some reason:



http://www.youtube.com/watch?v=tbZFDe3V7HA
#247
Ill try to see if I can get the car to move in the diagonal positions with the proper angled sprite "locked" while moving diagonally...right now its always using the left/right sprite while moving diagonally...any ideas why its doing that?
#248
Hi,

I am slowly starting to put a driving module into my game. I was wondering how to solve this certain problem.

Right now, when I click my cursor (walk) to drive the player around (car sprite), even if I have the sprite setup OK (up, down, left, right, diagonal down-left, diagonal down-right, diagonal up-right, diagonal up-left)...if I click, for example, up-left of the car to move it diagonal up-left. it will move up-left but it will display the "left" sprite...its not locked to the "diagonal up-left" sprite, know what I mean?

Also, how could one go about scripting this: say the mouse hovers over an intersection and you can go left or right...the mouse will change cursors when it is over that certain area where you can turn, then when you click on the mouse, the car will turn at the right spot. If you dont click anywhere, the car will just continue its present course.

(For example, say I click at a 4-way intersection and the car can continue up, turn left or right...if your mouse is over the intersection but hovering more to the left, the cursor changes to a left turn-arrow, if its more to the right, turn-right arrow, and if your mouse hovers above the intersection, just display up arrow.)

I looked at the Taxi Demo source, and its pretty cool, I  got it to work and everything, but I feel for this kind of game I dont want the car to be "free" to drive at any angle, nor do I need an physics other than hit-detection on other cars, like in Police Quest 1 ega (check out the youtube video). I just want the car movements  to be locked to the 8 directions only, and the player can use the keyboard or the mouse to move it around.
http://www.youtube.com/watch?v=D7Mcdbg8LqI

As you know Im not particularly gifted in scripting, although I can hack my way through, so any help is really appreciated!!
#249
Haha, are you talking about my game or Matti's? 1024x 12000, holy crap!

#250
Ah, I just learnt now how to search via google! Ok, seems like there are lots of threads on this.

Im testing out right now a large map (2800x2800) and so far no problems...adding objects and walkbehinds, etc...we'll see what happens!
#251
Hi,

Ive got a question on room backgrounds. I know we can have room background images larger than our game resolution, but has anyone tested the limits if this?

Say I want to use a room for a very large map that you can scroll...How big a map could one use for a 1024x768 game until it gets "laggy"...or does that not depend on background size but more on number of objects/characters.animations, etc...

Would it be "better/faster" to use 1 room and 1 large background, or break it up into smaller backgrounds and use multiple rooms?
#252
It seems like the main character always has someone important in their life dying or dead in a tragic way...like a wife who died tragically a few years ago being shot by a mugger, or the main character's parents were killed in a car accident, or someone's dog expired after being hit over the head with a giant rubber anaconda stuffed with bacon bits and forced to drink industrial carpet cleaner while being hung around the neck by a custom-made rope made of human hair and bat dung, you know, old cliches like that.
#253
Dang you Calin!!

Now I have yet another cool thing to add to my ever-expanding/never-ending/forever-bloating project!!

Seems awesome, downloading now :)
#254
Critics' Lounge / Re: Hat or no Hat
Thu 01/09/2011 18:57:49
I think you got this character nailed right-on, and I love the color scheme!

Is there a possibility of having both the hat on and off? Like perhaps the character can take it off sometimes?

If not, well if I had to choose only one, I personally would prefer him without the hat, looks less like a Zorro/Musketeer wannabe and more like a villain.
#255
Hi Calin,

Ive got this plugin working great and using it a lot. Its awesome!

I was wondering though, how could I make a simple gui background alpha sprite be applied over another gui in "screen" blend mode? Do I have to draw it to a dynamic sprite everytime that GUI is opened, or can I set something somewhere into the properties of the gui.background image directly (somehow). Its so that a sprite of a light-cone is blended over objects underneath it to make it look like its lighting that area.

Its number "8" in the enum eBlendModes.
#256
Man that's smart!

Thanks Khris :)
#257
How can I simplify this code? I remember (I think) someone posting a simple way of expressing "if something is A, than make it B, if its B, make it A".

Code: ags
  if (btnCitation_Magnifier.NormalGraphic == 3289) btnCitation_Magnifier.NormalGraphic = 3291;
  else btnCitation_Magnifier.NormalGraphic = 3289;
#258
QuoteSo long as the GUI stays in one place and doesn't change during magnification..it would be presumably possible to hide the mouse cursor, wait until the next game loop (for the screen to refresh), use DynamicSprite.CreateFromScreenshot to grab the image of the GUI, and then keep it as a cached copy..

Ok so once I get the screen grab, I can resize it/move it to follow the magnifier? I guess with an alpha channel on my magnifier sprite, I can "cut" that piece into a circle, right?

Im going to attempt to make the magnifier work on a static/non modifiable/non-moving GUI. :)
#259
@Trampoline: Hey I like what you did! Ill incorporate it if you dont mind. I think I agree with you, A is better...less busy. I like the bottom of B too, so actually Ill go with pretty much what you suggested.

@ProgZmax: Wow, I actually own that condensed pocket-manual (the very same one), hehe!! Its pretty cool, I took a lot of info from it and placed it into the RVPD field manual. Im basing them on the CA versions from LAW-Tech, but changing them enough so I dont enfringe on copywrite stuff :P
You know making just one booklet is actually a good idea too...with tabs! Much less work...MUCH less sprites too!! Ill try that out and let you see what it looks like :)

@SonnyBonds: Sure, Ill pm you, Id LOVE to see them!!

Thnx for the help, I DO get bogged down in minor details...gGrrRrr, thats why me-not-advancing-too-quickly!!
#260
Hi guys,

I havent been able to work much on this project of mine, things are going slow! However, Ive been trying to decide what design to go with the guides (issued to RVPD officers):

Version A:                                                                Version B:


Which versions do you like best? Also if you like parts of version A, and parts of version B, let me know, I can try to mash both together. Thanks for your input, Ive narrowed it down to these last 2 styles.
SMF spam blocked by CleanTalk