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Messages - Knox

#701
I just completed another character who will be playing the wife of Brian Storm...who is actually my wife :) Im the one on the right, of course :P

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The next characters I will be posting here are a few of the people that sent in their pics from  the AGS forums! :)

Thanks to everyone who participated :)
#702
Hey guys!

Ive still been trying to get this to work without success, arrrrggg!!

In normal gameplay, the cursors only animate when they are over a character or hotspot...I want the same thing to happen when the inventory is open, but instead of the cursor animating when its over a hotspot or character, Id like it to animate only when over an inventory item.

The problem with this is for the normal gameplay, I can set in the cursor properties "animate over hotspot", but there is no function "animate over an inventory item"...know what I mean?

So this is what I tried as a workaround, it kind of works, but the animation is looped super super fast when over an inventory item...how can I correct this super fast view animation? (probably cause its in repedeatly execute, :P)

I placed this in my rep_exec:

Code: ags

  if (gInventory.Visible)
  {
    InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
    if (item == null) 
    {
      //dont animate the cursor since the mouse isnt over an inventory item
      //reset normal views to cursors
      if (mouse.Mode == eModeSelectInv)
      {
        mouse.ChangeModeView(eModeSelectInv, 0);
        mouse.ChangeModeGraphic(eModeSelectInv, 571);  
      }      
    }
    else 
    {
      //animate the cursor since the mouse is now over an inventory item
      if (mouse.Mode == eModeSelectInv)
      {
        mouse.ChangeModeView(eModeSelectInv,  25);
      }
    }
  }


Test this out, and youll see what I mean, the cursor anim is super whacked-out! Any ideas to the solution....Ive ripped my hair out trying to fix this by myself...argggg
#703
Ahh ok, well that sounds perfect! Keep me posted :)
#704
Hey Abstauber,

I love this module! I was about to post a bug but then noticed it was fixed in your new release :)

However I ran into a little problem but im not sure if its your module though, causing the prob... Here is the prob:

Im using Custom Dialog1.5, 1024x768 and 32 bits. My customdialog GUI is a png with the pink color as transparent. Everything works great in window mode, but when I go full screen and have the borders on left or right for widescreen (in the release candidate), the customdialog GUI is off-center (part of it gets eaten from the borders, and its way way right off-center).

Would this have something to do with your module, or (more likely) the fullscreen with borders in the release candidate (2)?

If it has nothing to do with your module, Ill post this then in the bugs section.
#705
Ahhhhh....ok ok! So in my case Ill just stick to TTF then :)

Thanks for the info...Ive always wondered about that...
#706
Hi,

I havent posted here in a while (been readin' my manual :) )...I just wanted to know why exactly someone would want to use a bitmap font instead of a ttf? I know that TTF is a bit "bigger" and "slower" than a bitmap font (I think), but atleast you dont have to actually create a font.

Are there any other advantages of using a bmp font? Im guessing it would solve anti-alias problems since you can just smooth it like you want into the bmp, right?

Im making a game in 32 bits, 1024x768 and so far the TTF's seem to be just fine...although adding some shadow underneath them would be cool...so I was thinking lately of just converting the ttf into a bmp font (Ive got a few links for software to do that, so Ill check that out).

In your opinion, is it "worth it" converting my ttf's into bmp fonts?
#707
Wow so awesome...let me know if I can help out in any way! :)
#708
Hi guys,

Ive been a little busy with stuff lately and havent had time to work on much art, plus Monkey is helping me with reviewing my script (some redundant stuff and getting my inventory animation cursors to work :P), just wanted to thank him here for what he's doing :) Hes a good guy!

ALSO:

I wanted to know if anyone is interested in being a character in the game...Im making portraits right now, and Ive completed a few friends and my father (he's going to be the actual main character's father). I need people willing to send me their face pictures (front view)...

If anyone wants to be in the game, let me know, I need many faces!! Your real name will be in the credits.

Also, you can state your desired "role", as in:

patrolman, detective, waiter/waitress, doctor/nurse, prosecutor, defense attorney, bystander, thug, dispatch technician, etc...

If I pick you, Ill send you the portrait + character as soon as its completed as a thank-you...I cant use your real name as the character in the game though, sorry....but it will be in the credits.

Here is my father...I put a nice tie on him :)

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#709
Wow very nice!!

Cant wait to play it :)
#710
I like the style...cartoony.

Just one question, any reason why the hand is green and weirdish, but the foot isnt green and weirdish either?

I would also agree that the hand + foot should be from the same "creature", unless of course, your main character has normal feet but zombie hands!
#711
So the sierra portrait works for all other characters except for your main character?
#712
I would really like use this...very good idea!
#713
AGS Games in Production / Re: Heroine's Quest
Wed 21/10/2009 14:30:00
QuoteLooks very true to the original Quest for Glory. Does the different sex allow for any different skills than the male hero had?

Im sure "nagging" will be a skill you can develop.

Very nice backgrounds...did you work for Sierra back in the day, or what? Awesome :)
#714
I think the last one is the best...your walk cycle animation is really really good...

Congrats! :)
#715
Ok, this is even better...much simpler!

Ive got everything working just nicely, except now Im trying to get it to work for the inventory cursors...(sigh, theres always somethin')...

I was able to check "is cursor over a hotspot, object or character" for the normal gameplay cursors, but now for inventory items I can no longer use that function...Im guessing something like this I would have to do (?):

"InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (item == null)
{
  //mouse isnt over an inventory item, dont animate mouse cursor...
}
else
{
//mouse IS over an inventory item, animate mouse cursor...
}

...but Im not too sure how to proceed. Im trying though :P...

I just want AGS to check if the mouse cursor (and custom mode) I have is over an inventory item...if it is, animate the cursor, if not, do nothing.

Right now I cant get it to work like I did for the "normal" gameplay cursors.

Also,   "mouse.IsButtonDown(eMouseLeftInv)" doesnt work...it only works with eMouseLeft or eMouseRight...so how am I supposed to check if the left mouse button is pressed over (or not) while in the inventory?



#716
Hey discordance,

Wasnt aware of that function...much shorter than what I was using...


Thanks!
#717
Hi guys,

I got this to work "all by myself" with no help (hey, dont laugh, Im learning!) and Im pretty proud about it...  8)

I wanted my mouse cursor to change graphics when its clicked...for example, when Im in Interact Mode, when Im over a hotspot, the hand cursor animated showing me its a hotspot...and when I click on a hotspot, object or character, the mouse changes to a closed hand. When you release the click, the hand cursor just goes back to normal.


In "rep_exec":

Code: ags

  //If the mouse cursor was changed during a click animation, change it back to default  
  if(!mouse.IsButtonDown(eMouseLeft)) 
  {
    if (mouse.GetModeGraphic(eModeInteract)==628)
    {
      mouse.ChangeModeGraphic(eModeInteract, 199);
    }
  } 


In "on_mouse_click":

Code: ags

  //if the mouse has been clicked, change the cursor graphic to show its clicked
  if (mouse.IsButtonDown(eMouseLeft)) 
  {
    if (mouse.Mode == eModeInteract) 
    { 
      if ((GetLocationType(mouse.x,  mouse.y) == eLocationObject) || (GetLocationType(mouse.x,  mouse.y) == eLocationHotspot) || (GetLocationType(mouse.x,  mouse.y) == eLocationCharacter))
      {
      //Display ("HandAnim");
        mouse.ChangeModeGraphic(eModeInteract, 628);
      }
    } 
  }


Only problem, it works ok objects...but not for characters or hotspots...

What did I do wrong?

**EDIT**

It seems that since the object disappears once you click the hand on it, it must be doing something to enable everything to work like I wanted...I think my problem is there (something to do with the object no longer there makes it work upon the mouse click).

**EDIT PART 2**

Ok I think I solved it:
1) In on_mouse_click, I disabled the animation in the cursor:

Code: ags

  //if the mouse has been clicked, change the cursor graphic to show its clicked
  if (mouse.IsButtonDown(eMouseLeft)) 
  {
    if (mouse.Mode == eModeInteract) 
    { 
      if ((GetLocationType(mouse.x,  mouse.y) == eLocationNothing))
      {
        mouse.ChangeModeGraphic(eModeInteract, 630);
      }
      else if ((GetLocationType(mouse.x,  mouse.y) == eLocationObject) || (GetLocationType(mouse.x,  mouse.y) == eLocationHotspot) || (GetLocationType(mouse.x,  mouse.y) == eLocationCharacter))
      {
        mouse.ChangeModeView(eModeInteract, -1);
        mouse.ChangeModeGraphic(eModeInteract, 628);
      }
    }    
  }


2) In rep_exec I enabled the animation once again:

Code: ags

  //If the mouse cursor was changed during a click animation, change it back to default  
  if(!mouse.IsButtonDown(eMouseLeft)) 
  {
    if ((mouse.GetModeGraphic(eModeInteract)==628) || (mouse.GetModeGraphic(eModeInteract)==630))      
    {
      mouse.ChangeModeView(eModeInteract, 24);
      mouse.ChangeModeGraphic(eModeInteract, 199);
    }   
  } 


I noticed there is a "Mouse.GetModeGraphic", is there something similiar for the modeView...something like "Mouse.GetModeView"??

If not, we should have that feature added !
#718
Thats one nice looking cup...Im savin' it to my sprites folder!

PS: How did you make it? 3d program or all in photoshop?
#719
I actually would really like this feature aswell :)
#720
Ok, thanks for that info...Interesting.

Ive browsed the forums and Ive noticed some people saying they get 200 fps in their game...I though anything above 30fps was good (?).

What is an acceptable framerate to shoot for with an AGS game? I was thinking I would try to shoot for an average of 40-50 fps.

1024 x 768 of course :p
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