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Messages - Kumpel

#1401
The Rumpus Room / Re: The Points Game
Thu 29/10/2015 15:41:12
Stupot+: 3pts.
AnasAbdin: 1pt (HAD TO EDIT THAT)
Gurok: 2pts.
Stupot+: TOO LONG! C'MON! BUT I LIKED IT XD
cat: 5pts.
Baron: 5pts.
AnasAbdin: 1pt
Gurok: 4pts.
#1402
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 23:40:22
Mandle: 1pt
#1403
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 20:50:44
cat: 3pts.
#1404
Yes! I fixed it. There was a lazy character repositioning via player.ChangeRoom(Same Room, other coords) inside the Firstload function, which the engine recognized as "I have to do room_load after the firstload."

So it's as always what's in front of the monitor. (laugh)(roll)
#1405
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 17:51:18
Cassiebsg: 0pts.
#1406
There is a lucasarts speech moudle for speech bubbles too! But it is hard to mod cause it's french and sophisticated, at least it was hard for me to understand it.
phylactere modul
#1407
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 16:58:10
cat: 0pts.
#1408
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 16:15:59
Stupot+: 0pts.
AnasAbdin: 0pts.
#1409
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 15:03:09
cat: 13pts.
#1410
No. This didn't solve it. It does exactly the same, even after i deleted the firstload-function.

I am doing exactly the same (player walking to some waypoint, doing stuff until user gets control) in another room and don't have the problem there.

I think I have to analyze the code more intense to solve this. I will post my findings later.


#1411
No the Firstload works like a charm (and only at the first time (laugh)). I am using it to do a cutscene where an NPC is showing the room to the player. Isn't that, what this function is for? the help document says:
QuoteThis event occurs AFTER the screen has faded in, so it allows you to display a message describing the scene.
Maybe I should do that introduction in a one time if-prompt at AfterFadeIn instead?





#1412
these stuff are just placeholders the t-timer and t2-timer needs a number of course.
#1413
The Rumpus Room / Re: *Guess the Movie Title*
Wed 28/10/2015 00:12:07
Give us moaaaare
#1414
The Rumpus Room / Re: The Points Game
Wed 28/10/2015 00:11:09
Cassiebsg: 8pts.
Mandle: EXCEEDS EVERYTHING I STAND FOR
Stupot+: 9pts.
#1415
No. This order is correct too. So nobody of you guys had this problem before, that the game fades again after Firstload? Or is it just normal, that the game needs to call room_load again? That would be a real bummer for me but i could live with it.

I am gonna try to repeat it in a blank new room to see if the same thing will happen.
#1416
This chickenwalk has to happen in repeatedly_execute_always if you want to do it in the background and therefore you have to write it only non blocking (so no wait-commands).

Here is how I made a similar thing with an NPC walking to a random waypoint x from x= 350 till x=410 , doing something and walking to the next random waypoint x2 to do something and so on...:

Code: ags


//room header
int ranx;
bool start = false;

//Called by setting a SetTimer(6,1); and start = true

function repeatedly_execute_always() 
{
   if (IsTimerExpired(6))
  {
    cGerald.UnlockView();
    if (start == true) 
     {
     ran = Random(60);
     ranx = ran + 350;
     cGerald.Walk(ranx, 160, eNoBlock, eWalkableAreas);
     cGerald.AddWaypoint(ranx, 159);
     SetTimer(6, 200); 
     start = false;
     }
    
    if (cGerald.x == ranx)
     {
     start = true;
     cGerald.LockView(22);
     cGerald.Animate(0, 13, eOnce, eNoBlock); // here you can put your random choice of animations
     SetTimer(6, 400); //this countdown must have at least the lenght of your animation to play so that the NPC walks on after it's done with it.
     }
    }
   }
}


I think you could easily add a random y-coordinate.

Hope that helps

Cheers
Kumpel
#1417
Yes I did all that and I can't see any disruptions because of false arrangements of my code. If I do debug and let the game do a debug break at the first room_load command (positioning the player), the game stops as it should before the fade in and again after the firstload, showing me the game calls room_load twice, right?

Is the order of the functions in the room script relevant for this process of calling up a room's initial functions?

My order is:

1    room_Load
2    some custom function to play a cutscene in a later moment of the game
3         FirstLoad
4         AfterFadeIn


I don't know what you mean with

Quote"you have entered room_Load next to the after fadein event, too"
. I didn't call firstload in roomload or otherwise if that's what you suggest.
#1418
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 17:29:34
Cassie u wanna or can I? :D
#1419
There is a new command besides _always?

Could you show us your frame delay in a gif or some YTvid?

If this is just some animation without changing the positions of the characters, i'd say you put an object(or character?) in front of the two characters which view includes the two sprites of the animation as one and make the two characters transparent at that time.





#1420
Sure. Just let the game check, if the width of your GUI is bigger than mouse.x-Screenwidth.
if yes, let the GUI popup at GUI.x = mouse.x - GUI_width.

I think that could work ^^
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