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Messages - Kweepa

#2361
Quote from: Pablo on Fri 08/07/2005 12:00:21
I was waiting for the additional rules and not thinking what my game would be about without the additional rules.

I presume that was the idea...
#2362
I'll check it out and get back to you, unless anyone else knows how to temporarily prevent idles...?
#2363
Critics' Lounge / Re: detective office
Thu 07/07/2005 20:38:40
I think he might have been thrown off by Darth's shadows.
Which don't make a whole lot of sense around the closet - why would they suddenly stop like that?
#2364
Is there an idle view for the character? With just one loop?
You may have to stop the character from idling every so often since AGS isn't aware the character is moving (we're moving the character behind AGS's back).
#2365
General Discussion / Re: London Subway
Thu 07/07/2005 15:50:42
TB didn't cave in, he's going to London briefly today.
He did say that this wouldn't affect the G8 discussions.

My brother uses one of the underground stations to get to work. Fortunately he's on holiday this week.
#2366
Just to be sure we're on the same page, to slow down the animation, change "animFrame += 0.1" to say "animFrame += 0.05" to halve the speed.

I'm not sure how you'd get those errors, unless the player's view was changed. You should wait until (newDirect == DIR_STOP) to change the view, and change it back to the walking view (in rep_ex) before this animation code when (oldDirect == DIR_STOP && newDirect != DIR_STOP).

Cheers,
Steve
#2367
I forgot to mention (guess I thought it was obvious :=) that you should change the 10.0 and 9.0 depend on how many frames of animation the walk animation has (I'm assuming they're all the same).
These numbers are for Roger who has 9 walk frames plus one standing still frame.

Oh, and add "animFrame = 1.0;" after "player.Frame = 0;" in the else clause, just to start the animation off from the same frame every time.
#2368
Yeah, I get that too now. Oops.
Looks like I need to check this out further.
I'll get back to you.
Did the animation code work out ok?

[EDIT] Found it. Change "round off the position" in TryStraightMove() to

Code: ags

      // round off the position
      characterX = IntToFloat(player.x) + 0.5;
      characterY = IntToFloat(player.y) + 0.5;


and move the player position set code in rep_ex inside the while loop so the end of it looks like:

Code: ags

        else if (newDirect == DIR_DOWN) {
          dist = TryStraightMove(dist, 0, 1);
        }
        player.x = FloatToInt(characterX);
        player.y = FloatToInt(characterY);
      }
    }
    oldDirect = Direct;


I will update the full code earlier in the thread to reflect this.
Seems pretty solid now.
#2369
I don't know about reading it all, but surely reading the last post would help :)
I think you're right though. It's particularly suspicious that it's only down then another direction. Although switching to the cursors and changing the run key would I thought have covered that.

I don't seem to have any problems here though.
What exactly do you mean by every second time? Every second time you run the game? Every second time you run into the wall? Can you describe a series of key presses and releases that will replicate the problem? For example:
press A
press NumPad2
<hit wall>
press NumPad1
<no movement> <holding A, NP2, NP1>
release NumPad1
release NumPad2
press NumPad8
release NumPad8
press NumPad2
<hit wall>
press NumPad1
<slides> <holding A, NP2, NP1>
#2370
Hmm, it could be your keyboard.
Did you try with the numeric keypad, going diagonally down? That's one less keypress. Or if you're using the numeric keypad, try the cursor keys.

I added some animation code to the block earlier in the thread.
This can go after oldDirect = Direct in rep_ex.

Code: ags

    // now animate the character
    if (Direct != DIR_STOP)
    {
      animFrame += 0.1;
      if (animFrame >= 10.0)
      {
        animFrame -= 9.0;
      }
      // change these if you only have four directions
      if (newDirect == DIR_DOWN_LEFT) player.Loop = 6;
      else if (newDirect == DIR_DOWN_RIGHT) player.Loop = 4;
      else if (newDirect == DIR_UP_LEFT) player.Loop = 7;
      else if (newDirect == DIR_UP_RIGHT) player.Loop = 5;
      else if (newDirect == DIR_LEFT) player.Loop = 1;
      else if (newDirect == DIR_RIGHT) player.Loop = 2;
      else if (newDirect == DIR_UP) player.Loop = 3;
      else if (newDirect == DIR_DOWN) player.Loop = 0;
      player.Frame = FloatToInt(animFrame);
    }
    else {
      // TODO: set the standing frame based on oldDirect
      player.Frame = 0;
    }
#2371
Hmm, I know I tested that.
Let me check again.
[EDIT] I updated the code slightly in the TryDiagonalMove section (changed the round off if a wall was hit) - it might make a difference if you changed the speed of the character.
#2372
If you let go, does the character pop back a pixel?
After letting go of up or down and keep left or right held, presumably you can immediately move left or right.

[EDIT] I see it just went over a page - did you get my last edit about checking if you'd changed all three occurrences of GetWalkableAreaAt()?
#2373
So, what happens up and down?
[EDIT] Did you get all three occurrences of GetWalkableAreaAt()?
#2374
That might depend on the speed of the player character. Too slow and he won't move a pixel in the frame before you tell him to start moving again.
You could try increasing the player character speed (I think that means reducing the "Speed" number in the character "tab").
#2375
Is it a scrolling room?
GetWalkableAreaAt expects screen coordinates, not room coordinates, so you have to adjust the coordinates to take account of that in the GetWalkableAreaAt() calls, like so:

GetWalkableAreaAt(player.x + dx - GetViewportX(), player.y + dy - GetViewportY())

I forgot about that, sorry.
If it's not, I'm not sure what the problem is.

We'll get there!
#2376
General Discussion / Re: Mittens 2006?
Thu 07/07/2005 00:41:11
Quote from: Anarcho on Wed 06/07/2005 17:44:24
I've mentioned it before, we impovershed americans who can't make it out to Greece or England or upstate New York should have an insurgent Amerittans ourselves.

Yeah, why not have a simultaneous Mittens in the US?
The mid-west sounds good. Or you could go a little further south... say, Texas? :)
#2377
Critics' Lounge / Re: detective office
Thu 07/07/2005 00:36:53
I was going to recommend an Art Deco style to fit with the detective, but then my google searching came up with some screenshots from the office building in Grim Fandango. Typical.

#2378
Competitions & Activities / Re: July MAGS
Thu 07/07/2005 00:26:37
Quote from: Largo on Wed 06/07/2005 23:54:26
Intresting topic, only problem is that I can't draw female characters.

That's one of the reasons for entering - to improve your abilities!
#2379
Quote from: Pumaman on Wed 06/07/2005 16:22:56
I'm not sure whether this is a bug or not. As a player I think I would find it annoying if moving the mouse a certain distance in one direction and then in the other didn't end my pointer back up at the same place.

Anyone else got any thoughts on this?

If you move the mouse pointer to the edge of the screen and away again it moves immediately.
I think moving the mouse and not having the pointer respond is, if not a bug, at least unusual.

Anyway, if you have any kind of mouse acceleration switched on you will find that moving one way then the other won't necessarily end the pointer up in the same place (try a fast right then a slow left).
#2380
$4000 a month is not good for the big cities in California.
I guess it depends on your age and qualifications.
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