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Messages - ManicMatt

#41
When you imported the sprite, was it set to "leave as is" or use the top left pixel, or something else? It should be imported with "leave as is" otherwise the whole sprite will be considered the background part of the sprite.

I'm guessing it's that, anyways.

And a GUI is going to be more flexible, especially when an object cannot be called in a global script. But it always helps to learn what it is you're doing wrong for future reference regardless of whether you stick to an object or a GUI.
#42
For my second character that is much further along behind the counter, I don't intend for them to move around as much as the other character here, and will be rather static comparebly, so I have done as Ali demonstrated.

Oh yes, I always draw arms, legs, head and torso (and sometimes hips) in different layers, which is something I highly recommend if anyone isn't using layers already.  It's especially useful when it comes to animation. Although I do on occasion start drawing on the wrong layer, doh!
#43
I'm using Asesprite, but yeah I see what you mean.

But.. as soon as he needs to walk, then what? If he didn't, then sure, that would work just fine.

So I think I can take from this, a better solution if a character doesn't need to move from behind something, but if they ever walk or are the main character, then my original solution seems to be the best way.
#44



I mean yeah I CAN just not draw below that counter, no walk-behind required. But it's just extra time with all his animation frames trying to remove excess graphics where I drew just slightly below it. This character (Who you might recognise, lol) turns his body in some animations so he's not all that static. I might even have him walk slightly from behind the counter because he will be placing an item or two on the counter but not right in front of him.
#45
As I already said, having the table be a part of the sprite means that if it's not a blocking scene, the label text will say the character's name on the part of the table that is their sprite.

I dunno about that, I didn't have any issues with Trails and Traces that was around 640 or something but that's hardly a high resolution I suppose, and Boiled-Hard is the lowest resolution - 320 x 200. I do remember having that issue in some older game I made many years ago.
#46
Do you mean, not use a walk behind, just perfectly line up the character and don't draw below their waste or wherever? Hmm I suppose that works, although it is a bit of a hassle unless the table is a perfectly straight line. In my instance, it's a diagonal line.

You made me realise that's what I did in the game in my signature. Boiled-Hard peers around a wall, but it was a pain getting the pixels to be just right along a curved wall. I had the background as a layer when drawing the sprite.

By having the npc set behind the counter, I don't have to cut out anything, so it seems we either have the complication of cutting out an exact line, or the complication of making the seperate entities.
#47
That's a point, I had that issue during my first ever period of unemployment. There was nowhere to be up for in the morning so why go to bed on time?

i went to bed later and later, until one day i went to sleep and woke up at 4pm.

that was a wake up call (sic) to start going to bed on time.
#48
In this instance, my character slams their hands down on to the counter. Additionally their idle animation has their arms behind the counter.

So I have the arms stay in room 0 and summon them to the correct room at the same time the actual character's view is changed, and then back to 0 again. It's almost like doing a magic trick, or a video masking effect!
#49
I'm good at being anti social and not going out. Am I doing okay then? No, as mentioned, the stress and fear, and hearing of so much loss of life, is a real challenge on my mental health. I feel like im just waiting for the worst to happen, and I'm helpless to do anything.

I always thought in a time of crisis, I'd be proactively helping people. I'm the guy who doesn't hesitate to break up a fight between strangers, and so on. But the best thing I can do is stay at home. I live with 3 others, and nobody here is exactly what id call very low risk, so i wouldn't like to chance anything by going out unless i really have to.

I've not left the house (except for the garden) in 4 weeks now. Ugh.
#50
I didn't put this in the technical help threads as I am not in need of any help. But if it is still more appropriate, or somewhere else is, please move it there, mods!

I am talking about when a character is behind and in front of a walk behind. For instance, if an NPC is sitting at a table with their arms resting on the table. They can't possibly be both behind and in front of it.

I created a second character that is their arms and as its only during a blocking scene that they rest their arms on a counter, I don't need to worry about interactions with the arms, although that's not too big a deal.

So i was just wondering how other people got around this, should there be an easier solution for future reference.

It's interesting to me that something so basic isn't so straightforward, unless I'm being dumb, lol.

You can't have part of the table be the character, because the hotspot label will name the character instead of the table/counter, so I dismissed that idea when I first thought about how to proceed.

I used a character instead of an object because not only is it global, but I swear animation speeds are different for objects and characters.
#51
I'm making a free mini case that's set in one room, that's a standalone title! As it's so small, I won't be posting a game in production thread, but I will make a separate completed games thread upon it's release. Look out for it.. at some point! (We all know its pointless to commit to a date)
#52
BAM the project is around 400mb smaller.

Thanks!

(I'm using the project as a template, if you were curious. But not the generate a template thing, I seem to recall that's not what I needed before)
#53
Ogg format is best if possible for using in AGS.

From the manual:

If you haven't heard of OGG before, it's a digital music format, similar to MP3, but achieving better compression and higher quality. More importantly, it is a totally free format so no royalty payments or licenses are required to use it.
#54
Ah, then yeah most definitely what Laura said in this instance.
#55
How do I remove all the speech audio from a game project? I tried deleting all the speech files in the folder but they're still in the game. I tried deleting the Speechvox file in the Windows game folder but upon compiling again it generated a new speechvox file.
#56
I think audio can fail to work if the user had another program open that uses audio, for instance itunes or Audacity. It's happened to me.
#57
Oh, well if the code works for you, great! I don't really understand why all of that is necessary though if one uses a transparent background instead of a purple or green etc background, but hey ho it works pixel perfect for me. (Not for a GUI)
#58
Aesop Rock! I have a couple of his albums too! Check out Kirby, unless you already know it.



El-P saw Camu Tao's album released, after he died from cancer.



I'm not even going to attempt to label that genre of that album, but I love it so much! Especially this song with its commodore 64 style synths.
#59
i take it your image has a solid green colour for its background. You know you can just have no background solid colour, right? But leave transparency as is when importing sprites. Are you wanting to make sure that green isn't being used as part of the object? I'm confused as to what you are trying to achieve.
#60
Heh! There were some things that didn't sit right with me that's already been covered by others but on the whole it's good entertainment. I'll buy the bluray boxset should it get one. (if i have the money..)
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