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Messages - Kweepa

#3261
Try something like this:

Quote

int x = player.x;
int y = player.y;
int move = 1;

if (dir == UP || dir == DOWN)
{
  if (dir == UP)
  {
     y = y-1;
  }
  else
  {
     y = y + 1;
  }
  if (GetWalkableAreaAt(x, y) == 0)
  {
     if (GetWalkableAreaAt(x-1, y) > 0)
     {
         x = x - 1;
     }
     else
     if (GetWalkableAreaAt(x+1, y) > 0)
     {
         x = x + 1;
     }
     else
     {
         move = 0;
     }
  }
}
else
if (dir == LEFT || dir == RIGHT)
{
  if (dir == LEFT)
  {
     x = x - 1;
  }
  else
  {
     x = x + 1;
  }
  if (GetWalkableAreaAt(x, y) == 0)
  {
     if (GetWalkableAreaAt(x, y-1) > 0)
     {
         y = y - 1;
     }
     else
     if (GetWalkableAreaAt(x, y+1) > 0)
     {
         y = y + 1;
     }
     else
     {
         move = 0;
     }
  }
}
if (move > 0)
{
  // move to x, y
}

This will only slide against edges that are < 45 degrees to the direction of movement.
If you want to slide against more perpendicular edges, you'd need to probe a few pixels along each way.
And you might need to check the player can stand on the walkable area before moving there.
You'd have to call this several times if the character moves more than one pixel per update.

Hope that helps,
Steve

PS How do I format code on this board? It just trashes tab spaces.
#3262
I agree this is a good idea, but it sounds like the sort of thing best left for v3.0.
#3263
I think you're going to have to resave those animation frames narrower. As long as the centre of your character is in the centre of each frame, it should line up fine.
#3264
I thought the Japanese read right to left, not bottom to top?
#3265
Hmmmm...
Not so much a tutorial as a step by step.
Nice to look at, but I don't think it's really going to help anyone :)

Here's a translation for each step:
step 1: no explanation
step 2: no explanation
step 3: no explanation
etc...
#3266
The moho animation looks much more natural - with that slight forward lean, less twist in the shoulders, and less 'broken' legs.

Both fit in to the background equally well.

Perhaps he should open his fists a bit - it looks like there should be ski poles in his hands.
Also, in the moho animation, perhaps he could pick the back foot up a bit more when bringing it forward.
#3267
Those are great!
I love how you have communicated real faces with, what, 10 pixels?

Maybe the ankles could be narrower and the feet more realistic sizes, but I quite like the way you've done them.
#3268
Some really nice pixelling going on here.
For me though the "casually untucked shirt" is a bit too neat and calculated. I've seen a number of characters recently with this added "personality".

Maybe it's just me it bugs though, in which case, I'm sorry for mentioning it.
:)

Steve
#3269
That table, with double clicking on the "asterisks" taking me to the script code, would reduce development tedium tremendously.

Plus I think it would lead to better games because people would want to "fill in the table" and add all the interactions.

When finishing up IIISpy I lusted after a system like this.
#3270
Why bother?
It affects neither your development (unless you spend time trying to second guess the engine :) ), nor the user's download speed.
#3271
Critics' Lounge / Re:Character design
Tue 27/01/2004 19:24:47
Very nice! Looks particularly good as your avatar.

Her arms look a little short - I know they seem to reach about the right point on her leg, but maybe it's because her legs are so long. Or maybe it's just me.

If she's supposed to be wearing jeans, they look a little featureless - maybe belt loops, a fly, pockets and seams would help.

Great lighting on her top.

SSH - http://www.cameltoe.org/ (in case you weren't joking).

Steve
#3272
His chest looks too cylindrical to me, in the walk cycle.
I'd bring his back in a bit and puff his chest out a bit. (Depends how athletic you want him to look. Some wrinkles could do the same job without making him look like a superhero.)
Maybe a pixel either way?
Plus, his collar is very obvious. For some reason it makes him look like a scout to me. I'd make the collar outline less dark.
And you could probably make use of some more flesh tones in the hands to make them look less like flippers... Check out some Indy sprites. LucasArts are masters of the implied fingers.

Otherwise good stuff! I like the animation. He doesn't look particularly floaty to me.
#3273
So James,
Logos and Confirm Quit dialogs?
Can we expect a release any time soon?
#3274
This should probably be documented...

Still, why use the MP3 position when you know the timing from the room enter?

You can do this instead:

// globally
int nantoka_timer = -1;

// player enters screen (after fade in)
nantoka_timer = 0;
PlayMP3File("filename.ext");

// repeatedly execute
if (nantoka_timer >= 0)
{
nantoka_timer++;
int nantoka_millis = (1000*nantoka_timer)/GetGameSpeed();

if (nantoka_millis >= 243)
{
 ObjectOn(0);
}
if (nantoka_millis >= 635)
{
 ObjectOn(1);
}
if (nantoka_millis >= 1166)
{
 ObjectOn(2);
}
if (nantoka_millis >= 4000)
{
 nantoka_timer = -1;
 NewRoom(50);
}
}

Unless the MP3 doesn't actually start on cue...
#3275
Post the entire interface_click script, and maybe something will reveal itself.
#3276
Hints & Tips / Re:Spy 3
Sun 25/01/2004 10:16:47
Spoiler
There is no camera either.
[close]
#3277
AGS Games in Production / Re:FINALLY!
Sat 24/01/2004 22:30:09
I think your antics are still shrewed.
#3278
Hints & Tips / Re:Spy 3
Sat 24/01/2004 21:51:20
Do you still need help?

Spoiler
There is no publicity shot.
[close]
#3279
Err, what and where is the TCN database?
Aah, the crow's nest, I presume.
#3280
Are you saying OMM is back in business somewhere?
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