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Messages - Kumpel

#1201
The Rumpus Room / Re: The Points Game
Mon 25/01/2016 16:57:50
(
#1202
The Rumpus Room / Re: The Points Game
Mon 25/01/2016 16:01:17
_ ?
#1203
The Rumpus Room / Re: The Points Game
Mon 25/01/2016 15:54:06
FOR THE LOVE OF GOD! 8-0 8-0 8-0
#1204
Thanks for your reply! I wrote Phemar but he saif he is busy and can't really remember what he coded there :D

I solved the problem myself with some amateur-ish coded timer-SayBackground-parts combined with non blocking animations in rep_exec and r_e_a instead of using the module which i don't understand at all (roll)

Atm I needed this to happen for two rooms only. I can live with it though experienced coders would hit me if they ever see it I guess :-[

I actually thought BgSpeech is the common module for this problem below the AGS Version 3.4.X.X
What would you use to animate characters talking in the background, Gurok?

#1205
Sorry for necroposting but this one poster tried a similar thing I am trying.

Here is what I worked out so far trying to simulate a language barrier as being a refugee who is coming to a save country. The player is confronted with phonetic foreign language when speaking with native characters. But the game has several time jumps where the player has achieved some learning sucess. But how do I show that to the player? I could mix up the dialogs from thereon with two languages but that looks weird and could confuse the player much more than it should, I guess. My alternative idea is the following:

While a native speaker is talking the few words the player yet understands are decyphered a short time after being shown in phonetic l. via some kinda decyphering animation. Maybe this is way to elaborated but is that even doable in AGS without the effort of designing dynamic sprites of game fonts moving around and stuff? ??? (But what isn't? :P)
#1206
Nice! I will definitely take a look at that one in the near future. Getting a "Fable" and "Legends of Kyrandia" vibe here, which I loved both as a teenager.

@ CaptainD: I am pretty sure it is the creators style of setting the characters apart from the fairytale-like, colorful and very detailed backgrounds with vivid and strong hues. Look how many colors are used even in the bgs. Lower contrasted sprites would surely make it hard for them to stand out.
#1207
Please delight us with a gif or youtube video of your outcome in the critics lounge! 8-0 I would love to see a pretty pixel art day/night cycle
#1208
Yep! That second idea worked (first didn't)!

I had to duplicate the view (I had to put it in loop 5: north-east direction) because the original view with my strange, naturally grown loop structure is far to often used in my game now, but I can live with that, Thanks!

Maybe you guys wanna consider changing the UnlockView() to use the actual last loop that was used in normal view and not just transfer the loop number of the last animation to the normal view? :) Or let the user decide it via some properties? Just a suggestion.
#1209
The Rumpus Room / Re: The Points Game
Mon 25/01/2016 10:51:20
Stupot+ I am 100% shure the name is in the counting included. ^^
#1210
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 13:37:11
R
#1211
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 13:36:02
Cassie are you sure you counted guroks last post right? I see two Ws and the k in his name. Shouldn't it be 5 ???
#1212
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 12:50:50
with this one the R would get a point and still the ^ < and > are ignored :-D
#1213
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 12:42:54
Great idea! But the z gets no points and clearly has a / :( Also the operators ^, < and > all got a / and didnt get any points.
#1214
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 03:31:01
but the X has the same amount of ^ as the W does ??? How would you explain the 2 points for two ^ in W but only one point for two ^ in X?
#1215
The Rumpus Room / Re: The Points Game
Sun 24/01/2016 02:50:58
I don't think that's what Cassie is aiming for. (S)He said "still one-point-rule, so every letter can get only one point. But our ^ theory prooves, that x and w should get 2 points each. Or am I misunderstanding you, selmiak?
#1216
Inside of a Use-Inv-on-hotspot function I want the player to put something in a panel, talk with a guard and take it back. All this happenes in the up-right direction.

Code: ags
function hFach_UseInv()
{
  if (player.ActiveInventory == iBAMF1Brief)
  {
   player.Walk(137, 185, eBlock, eWalkableAreas);
   player.FaceLocation(cPfoe.x+2, cPfoe.y-2, eBlock);
   player.LockView(3);
   player.Animate(0, 7, eOnce, eNoBlock);
   Wait(30);
   player.UnlockView();
   //Display("%d",player.Loop);
   player.FaceLocation(cPfoe.x+2, cPfoe.y-2, eBlock);
   player.Say("Hallo. ...");    
   cPfoe.Say("Okay. ...");    
   BAMF_schr = true;
   player.LockView(3);
   player.Animate(0, 7, eOnce, eNoBlock);
   Wait(30);
   player.UnlockView();
   //Display("%d",player.Loop); // 
   player.FaceLocation(cPfoe.x+2, cPfoe.y-2, eBlock);
   player.Say("Danke.");
   dPfoe1.SetOptionState(7, eOptionOff);
   player.UnlockView();
  }
}


But always after the animation, when the required UnlockView() is on, the character jumps to loop 0 of the NormalView which turns the character for a splitsecond to the down-direction and immediately back to the up-right-direction. How can I fix this?

I had the impression that AGS stores which loop was active before some forced change of direction happened and goes back to this direction when the view is unlocked. Am I wrong and AGS always uses loop 0 after UnlockView()?

Or is my animation in loop 0  the problem which makes AGS think, the normalview loop has to be the same?
#1217
The Rumpus Room / Re: The Points Game
Sat 23/01/2016 13:31:12
w
#1218
The Rumpus Room / Re: The Points Game
Sat 23/01/2016 13:28:39
So Cassie, did I mess up your previous countings now? 
#1219
The Rumpus Room / Re: The Points Game
Fri 22/01/2016 22:44:34
The problem for me is, my solution works with every post you got in this round. So technically it is right ;)

I don't get how the w could get one point but I still get two if I only post a single "w"...

Gimme some squirrelish cryptic hint! :D
#1220
General Discussion / Re: Planet IX
Thu 21/01/2016 20:51:25
I think a pretty name could be Aeolus (God of winds). Cause this planet has been as visible as the wind and only could be traced by its influence on other planets :)

This is definitely fantastic stuff for a nice near future sci fi game or even for an Indy adventure because of the great combination of mythology, hard science and science fiction.
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