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Messages - Kumpel

#1421
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 17:15:30
or not? (2pts?)
#1422
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 17:14:47
That really works Cassie! I think you cracked it!
#1423
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 16:19:11
...
#1424
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 15:02:34
You know your avatar looks like he is laughing about us while shaking his head all the time. :P
#1425
Sure. Post it here or send me a link if you want!
#1426
The Rumpus Room / Re: The Points Game
Tue 27/10/2015 14:42:39
Okay. So no 1pts or 0pts and more than 4 pts so far. this squirrel gotta have three ways to run away from us then.

maybe a connection of reply # and time? even and uneven numbers maybe?
#1427
AGS Games in Production / Re: Mickels Island
Tue 27/10/2015 14:26:58
Don't you mean someone named "Mickel", Snarky? The correct spelling for an island of a guy named Mickels would be "Mickels' Island" I think.

Anyway b2t:

This looks fantastic Martyn! I love your "The Journey Down" easteregg. I hope the character says something good about these masks (laugh).

You logo design reminds me of some 80's TV Show but I really cant remember which one. I think it was a sitcom...

Good luck for your project!
Kumpel
#1428
Yeah, I had a similar problem a few weeks ago. You are correct the SetTimer-command is the right choice but not (only) in the way of setting a specific time frame where you can grab the gloves. This frame you have to design has to include:
the clerk going away,
looking after the dog for a specific time frame and
coming back until the point where he can see you.

But you need to use it in the repeatedly_execute_always function of your room though, to let the game do something while you can play and to check what you want (that it's save to take the gloves) in every time unit. But then you got a problem:
For your idea you can't use any game-blocking commands like "wait" or "say". Instead you have to use several SetTimers to simulate the "wait" which maybe also have to include for example your guy saying something to the dog with "SayBackground"(not blocking command) and waiting till he calms down.

Here is an idea:

Code: ags
{
//in room script header
bool dogbark = false;


function repeatedly_execute_always() 
{
  if (dogbark == true)
  cDog.SayBackground("bark bark"); // you need another SetTimer there if you want him to do that in a sequence with pauses
                                   // or use the "BackgroundSpeech" module (forum search) if you want him (or any other character ever) to SayBackground 
                                   // something with speech animation and "wait"s in beetween
                           

   if (IsTimerExpired(t)) // it is important to do SetTimer(t,1) after the (dogbark = true;) for the following actions and can be set optionally in advance, 
                          // if you want to let the character wait before he responds 
   {
    cClerk.UnlockView();  // Always good to do that before NPC actions
    if (dogbark == true)       // if the dog barks 
     {
     cClerk.Walk(x, y, eNoBlock, eWalkableAreas);
     cClerk.AddWaypoint(x, y); // make sure the character stands on the exact spot you want ( AGS is sometimes a bit buggy and not exact there)
     SetTimer(t, 200); // The timer for standing by the dog until he says or does something
     start=0; //prevents a loop
     }
    
    if (cClerk.x == x)
     {
     cClerk.LockView(view); 
     cClerk.Animate(loop, delay, eOnce, eNoBlock); 
     SetTimer(t2, 400);  // set this second timer to an amount your NPC needs to do all you want him to do until he walks back
     }
   }
    if (IsTimerExpired(t2))    
    cClerk.Walk(startx,starty,eNoBlock,eWalkableAreas); 

    if (cClerk.y <= [the "i see you" limit]) // to let him catch you
    {
     whatever you want to do
    }
}

   
Not sure if it's all correct but i think this could work :)

   

#1429
So that's the problem: My room is shown but instead of starting with room_firstload the parser jumps to room_load, then firstload and after that room_load again. Visually it is shown through a forced fadeout/in after the firstload-function is done. But I want the game to just start immediately after firstload. I noticed this happens even if nothing is inside room_load.

I would like to know what is the reason for that and can I prevent the game from doing so?

Cheers
Kumpel
#1430
I think the problem is, that you positioned the sprite for the second frame different from the first one.

But two objects works too. It's just not that elegantly short in script as changing the frame number. :=

I would like to see the scene of yours! Could you do a video or gif of this game situation? :)
#1431
The Rumpus Room / Re: *Guess the Movie Title*
Mon 26/10/2015 14:47:39
Yep. LimpingFish is right and therefore up! I loved that movie for it's ridiculous weirdness (laugh)

I  think it is an old bag. Don't want to spoil you guys though.
#1432
The Rumpus Room / Re: *Guess the Movie Title*
Mon 26/10/2015 01:37:47
no
#1433
The Rumpus Room / Re: *Guess the Movie Title*
Mon 26/10/2015 01:05:56
nope
#1434
The Rumpus Room / Re: *Guess the Movie Title*
Sun 25/10/2015 23:26:07
Here is a really cool one.

#1435
The Rumpus Room / Re: *Guess the Movie Title*
Sun 25/10/2015 15:02:14
Ah! Yeah that's Noah!

I knew i've seen that in the last months.

Hm. Gotta think hard about my next choice for you guys.
#1436
The Rumpus Room / Re: *Guess the Movie Title*
Sun 25/10/2015 14:57:51
I know it isnt't that but this looks like an actual cloud atlas to me :=

Give us a new one!
#1438
Maybe you wanna try out the smooth scrolling module? Following the character all the time can be annoying too on big maps imho - especially in adventure games where the player wants to focus on the scene not follow some interesting thing with the eye, while the character is walking and thus moving it. Allso I think animated backgrounds really could become buggy and ugly if you do that.
#1439
Hey,

I'd suggest you do the dumpster and trash as one hotspot. over that you put your cover as an object assigned with the view of open/closed. this objects gets a interact-with-function that changes the frame of the cover. The hotspot of dumpsterbox and trash gets a normal interact-with-function which triggers the animation of your guy searching it. Also add an int var to count the second (third, fourth...) time. Then if player interacts more then one time the character says his line.

Hope that helps :)

Cheers
Kumpel

#1440
Critics' Lounge / Re: What do you see?
Sun 25/10/2015 02:50:44
So NOW I think I can say "finally!".

[imgzoom]http://i.imgur.com/krXRi7H.png[/imgzoom]

What do you guys think?
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