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Messages - Lt. Smash

#201
Critics' Lounge / Re: Background. Sigh.
Mon 05/11/2007 14:18:47
The borders of the stone plates are a bit out of perspective.
Texture the buildings and maybe add some of these things:
- a panel to open the door.
- duct covers.
- a street light to make a light source. btw the houses are much too bright compared to           
     the rest of the background.
- let the logo shine.
- make a backgroundlayer. if this should be night, then make stars.

otherwise very good  ;)
#202
Quote from: subspark on Sun 28/10/2007 12:18:30
is there a way to make it more like the half-life 1 console? Where you can type commands in and it's will result will occur. It's handy for feedback but can you actually manipulate your compiled game using such a console? Perhaps some of us would like to be able to add developer cheats for easy gameplay testing?

Cheers,
Paul.
I think this would be a good theme for an ags plugin.  ;)
#203
Bug:

I doubleclicked a frame in view and then closed the window which came up and this error occured:

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 2.8.0.9

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at ?A0xc23bfd61.doDrawViewLoop(Int32 , Int32 , ViewFrame* , Int32 , Int32 , Int32 , Int32 )
   at drawViewLoop(Int32 hdc, ViewLoop loopToDraw, Int32 x, Int32 y, Int32 size, Int32 cursel)
   at AGS.Native.NativeMethods.DrawViewLoop(Int32 hdc, ViewLoop loopToDraw, Int32 x, Int32 y, Int32 size, Int32 cursel)
   at AGS.Editor.ViewLoopEditor.ViewLoopEditor_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.UserControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#204
There are many problems with the perspective (it looks a bit isometric) and the text should be bent to the form of that green thing.
I think there should be more rows in that sitting places.

Loose the outlines they don't make the bg look good and make some sky.
Also the proportions don't fit. The farer away, the smaller it should be and not otherwise. Correct these things before you want to put spectators in.
#205
Quote from: KhrisMUC on Sat 11/08/2007 18:57:05
No, StrLen is old code. Use "message.Length" instead.
Oh, yes. Didn't know that.
#206
StrLen must be defined inside that function or globally at top of global script or in script header otherwise StrLen can't be found.

String StrLen=...;
#207
I think you mean the emerging text, don't you?
There have been templates like the FOA template which had such a textline(MAPS GUI) but I will try to make a step by step tutorial how to make it.

In general it isn't that hard:

1. Create a new gui and name it something sensible.
2. Create a label with the text: "@OVERHOTSPOT@". Don't remove that AT's.
3. Then in global script create a new function above all the eventsections. You could write it direct into repeatedly execute but then its not that clear.
Code: ags

function SetGUILabelPosition(int x, int y)
{
  int guiposx, guiposy, height, width, offset; 
  guiposx=x;
  guiposy=y;
  String buffer = Game.GetLocationName(x, y);
  width = GetTextWidth(buffer, FONT); //replace FONT with the font you use in your label
  if (width>=LABELWIDTH) offset=LABELWIDTH/2; //replace LABELWIDTH with the width of your gui.
  else offset=width/2;
  height=GetTextHeight(buffer, FONT, LABELWIDTH);
  if (x>320-offset) guiposx=320-offset;
  if (x<offset) guiposx=offset;
  if (y>200-height) guiposy=200-height;
  gGUI.SetPosition(guiposx-(LABELWIDTH/2), guiposy);
}

4. Put this in repeatedly execute:
Code: ags

SetGUILabelPosition(mouse.x, mouse.y);


If you want to disable it sometimes just make a bool:
Code: ags

bool OvermouseGUI_Enabled=false; //top of your global script

OvermouseGUI_Enabled=true; //to start it

if(OvermouseGUI_Enabled==true) SetGUILabelPosition(mouse.x, mouse.y); //in rep exec instead of Nr. 4


[edit] Khris was faster than me >:(
#208
You must set it befoure you can get it, for sure.

bool isMusician=true;

you must write it somewhere before the if check.

or if you want a number not an bool you can use

int Number=1;
short Number=1;
...

This is very basic and I think it is written in the BFAQ and in the forum many times so search there before.
#209
Quote from: Pumaman on Wed 08/08/2007 19:34:14
While KhrisMUC has suggested a good workaround, I do like the idea of being able to combine sprites in a frame. It won't happen for 2.8, but it's certainly something I'll have a think about.
I'm glad you like the idea. Hopefully you will decide to implement it. Maybe for 3.0.1
#210
SUGGESTION

Frame Editor



Description:

Double click on a frame in a view(3.0.0) opens the Frame Editor. You can select the sprites you want to use for that frame. You can drag'n'drop them into a zoomed version(you can change the zoom level) of your current frame and combine as many as you want.
And you can set the Z-Axis of that frame. So if the frames aren't the same height the animation isn't jumping.
[not necessarly necessary] And theres a button, if you click on it, you will be able to set the transparent pixels.

It's useful:

- When you have many gesture views.
For example:
You have a character who points to something while he is speaking or not.
So you would have to draw him pointing and pointing while speaking. But with this implemented you could draw him normal pointing(without speaking) and combine him with his speaking head frames. It's the way LucasArts did. (f.e. Indy FoA)
When you create another gesture you would only have to draw it normal and combine it with his head.

- If you have many characters (f.e. background chars) and you don't want to draw them all ,you just create one and change his head or give him something in his hands or (warriors) change his weapon.


This SUGGESTION would save you a lot of drawing work.
I hope that others think too that this is a good addition and it will be implemented.
#211
Some little things:

QuoteFixed property grid disappearing if you double-clicked the current window in the project tree
It's also disappearing if you single-click anything in the project tree.
---------------
I don't know if this is intentional but if you click the 'delete last option'-button in the GUI menu, only the field to the left is deleted, not the code to the right.
---------------
Cuppit and his text is always at the same level(lower left), he's not moving.
Maybe design him a bit better; he looks not that good. ;)


But all in all the whole editor is very good. :)

Keep on that good work!
#212
If something like this would be possible it would be great but something like I suggested before would also be good.
#213
[SUGGESTION] Regarding 1) it would be nice if we could place vanishing points in the room using the room editor. One for x and one for y. I'm not sure if there's need for z.
Then there could also be an option to set if the chars should apply their scaling to this points.
So this cames in very handy if you have a special perspective where the char needs to become smaller when you walk to the right and slightly up, for example.

Then there should be also an in-built functions(SetVanishingPoint(x,y)) or coordinates like the mouse cords(vanishpX.x, ...y, vanishpY.x, ...y [vanishpZ.x, ...y])which can be get/set in-game.
#214
Critics' Lounge / Re: Indiana Jones Sprites
Tue 17/07/2007 13:30:47
Quote from: Hudders on Tue 17/07/2007 13:12:52
You've not posted any sprites showing Indy looking left.

Hopefully you've not fallen into the trap of assuming you could just flip him horizontally; the strap across his chest makes him asymmetrical so this wouldn't work.

Also LucasArts has fallen into that trap so I don't bother although it can be a bit annoying:

#215
Critics' Lounge / Re: Indiana Jones Sprites
Tue 17/07/2007 09:49:11
I too think that the torso should move with his arms and legs when walking forward.

Look at this:



You should make his body and head moving like the indy reference. Do you see how his body moves left and right/up and down and how yours stands still?
Also the jacket should move like you can see in the original indy.


He looks also a bit small when moving to the right and his left leg is too much to the right moving backwards.

The others are very good I have to say.
But how do you want to use the ones with gesture when Indy is talking? Do you have to make another view when indy is, for example, talking to somebody, while he points to the back or have you found a simplier solution(coding)?

Also it can happen that Indy moves away when taking something because his taking animation is larger than the others. So it is always wise when you create the animations which are the tallest and then keep that size of the image and the point where the char stands and draw with this source.
Like here:
#216
When using the Script debugging feature and pressing F11 the game window is only visible for a few moments when it then jumps in the background.
Maybe make it possible that it stays in front when i press F11 or the button for it?
#217
why don't make the bitmap areas to vector-based polygons which are numbered 1....∞?
You could make as many as you want and you could make them overlapping and we wouldn't need to color them. But that would also be much to code for CJ but would be much better.
----------------------
I think in the file menu should be an item added to open the 'Start Game Dialog' and a 'New Game' item.
----------------------
The script debugging works fine and is very useable.


Keep on that good work CJ! ;)
#218
Quote from: Pumaman on Sun 08/07/2007 16:32:57
Now, I'm not going to bother removing limits where the current ones aren't causing a problem, so are there any limits that people are concerned about? I'm aware of the Frames Per Loop limit in views, which I'll look into. Anything else?

areas in general.
---------------------------

I think there's a bug in the 'Continue a recently edited game' list when I edit games in 2.72 and then open 2.8 the list is completely mixxed. (The names of the games aren't in the same order as their names)
#219
You are right, Akatosh. It's better to use the click feature for hotspots, cause then the door is also clickable, when you haven't the items you need.
#220
you could create hotspots but better would to check if the mouse is left/right or up/down.

you may use this code(not tested but should work):

Code: ags

game rep execute:

if(player.Room==Scrollroom)
{
  if(mouse.x<20) //or room rep execute from here
  {
    SetViewport(GetViewportX()-1,0); //increase -1 for faster scrolling
  }

  else if(mouse.x>300)
  { 
    SetViewport(GetViewportX()+1,0); //increase +1 for faster scrolling
  }
  
  else if(mouse.y<20)
  {
    SetViewport(0,GetViewportY()-1); //increase -1 for faster scrolling
  }

  else if(mouse.y>180)
  {
    SetViewport(0,GetViewportY()+1); //increase +1 for faster scrolling
  }
}


EDIT: fixed typo
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