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Messages - Matti

#2081
Miguel, why do you have such a summer-esque avatar in the middle of the winter?
#2082
You know Nacho, this is called "General discussion". If there's no critique, there's not much discussion. And why shouldn't this be the #1 Thread in case people are interested in it? As you said yourself: Just don't reply...

But I agree to the others: It's a very stupid website. I read some more and came to the conclusion: The more serious answers are pointless while the less serious answers aren't funny..
#2083
One should ask questions for the fun of it not to get a serious answer. And most of the answers by "Sgt. Groptoph" and "Gix" (the three word Gremlin) are good for a laugh...
#2084
Okay, thanks, though these characters don't have to necessarily be the player ;).
#2085
I want to have an inventory that displays the items for one of three possible characters (depending on which character's turn it is).

But looking at the manual it seems there's no way to change the character.ID for the inventory. Is there any way to have one inventory for three characters and change the items accordingly?
#2086
Oops, thanks for the info.

But a shortcut for the delay would be nice too. Perhaps pressing "d" and an input box openes or something similar..

But well, I know it's a minor issue...
#2087
I'd like to have the possibility to set the delay and image flip with a right-click on the sprite or something similar (back) instead of having to do it via the view's panel. Like it was in the version 2.71 as far as I remember. If you have to flip a whole loop it gets a bit annoying the way it is now..
#2088
Ah, I forgot to say that in my actual (turn-based) game there are four players (which are optionally controlled either by human players via hotseat or by AI), so I need to use the character[player] command to determine the current player.

Ryan, if the possibility of a character-array would get trashed I'd begin to doubt that CJ's mind is still in mint condition. No, I'm exaggerating  ;), but it wouldn't make sense and take away certain possibilities (like what I'm doing in my game).
#2089
Quote from: Pumaman on Wed 04/02/2009 18:20:57
Just one minor thing -- the "character[1].x" type syntax is quite obsolete now, it's faster and more readable to use "cChar1.x" (or whatever his script name is) instead.

You're right and I normally use the character's name but this fight scene was more or less an experiment and I will rewrite the variable and character names anyway when I integrate this script into my original game. I just wanted to get that fight working before using the code.
#2090
SSH, I just wanted to thank you for that great module. Right now I wouldn't know what to do without it!
#2091
There should be the possibility to combine more than two animals. Perhaps in a future version...

Is there a button to turn the sound off? It's very annoying..
#2092
Now I know what the problem and the difference between the uploads was:

I was going to use SSH's pixel-perfect collision module and had a (yet senseless) line of code at the end of the rep-ex, which I deleted before the second upload  ::).

Code: ags

if(PPColliding.CWithC(cEgo, cChar1)){}


That was the cause for the slowdown. As you said in the module's thread, CJ, the pixel-detection might be slow when used in the rep-ex. Well, this is a very sad thing since my character sprites are much larger than the actual images and therefore I need such a detection. Now I'm trying to mix the detection with narrowing it down through manual coordinate-detection, but that doesn't really solve this issue.

I guess there's no way to speed things up while using the collision-detection... so perhaps I'll need to just use simple coordinate detection, which will be a complicated thing to script  :'(.


EDIT:

I figured out a way to use the pixel-perfect collision without having any slowdowns. Yay!  ;D

Thanks again guys, and have a nice day.
#2093
Haha, you're right about that, I must have confused it somehow. The last "version" indeed works as it's supposed to be.

The strange thing is: I can't figure out the difference between both versions.

I know a little change I made for the second upload. In addition to the aiming/moving part I disabled two more lines:

Code: ags

if((gzielx>=character[1].x-2)&&(gzielx<=character[1].x+2)){gzielx=character[1].x;}
if((gziely>=character[1].y-2)&&(gziely<=character[1].y+2)){gziely=character[1].y;}


But the point is that this doesn't make any difference at all. These lines aren't called at all when the AI movement is disabled.

But nevertheless I got a working version now which I will use from now on. So my problem is solved. In case I can figure out the difference between the versions I let you know. This is too strange....

EDIT: Thanks for trying out the uploads..
#2094
You don't?

That's strange because I do. I haven't changed a thing since the other upload. Back then you experienced the slow-down too but now you don't?

Well, I'm clueless..
#2095
Wow, not bad. I wanna see that game with those graphics.
#2096
Okay, I've uploaded the source game here.

In a hurry I changed the comments from german to english, but some variables still are german, I hope that this doesn't confuse you.

Many thanks for going into it, CJ. I have to get this to work cause otherwise it doesn't make sense to continue the game.

PM me if you have any questions.
#2097
It slows down rather jerky than uniformly I think.

Well, I uploaded it here. (At the bottom to the right is the download-button)

You can walk around (without animation) and use left Alt and left Ctrl to strike. You'll notice that it's getting slower the more you approach the enemy.

Tell me if you want me to upload the whole game (with the script which is the double of what I posted here).


EDIT: I forgot to mention that there's currently no way to exit the game so you'll have to use Alt-F4 to do so...
#2098
Even if I remove the whole aiming / moving part and the enemy is just standing around the game slows down when the player is near... very strange..
#2099
Quote from: Ben304 on Tue 03/02/2009 09:50:10
Chentzilla: If you noticed while Annie was trying to get a flirt on with Mailbot, he notifies Annie that "Further activities will be completed when they are recieved from RoboHQ".

That's a typo (yes, also in-game): It's written recEIved, not recIEved. Or is that an australian thingy?
#2100
The Rumpus Room / Re: The MSPaint game
Tue 03/02/2009 10:45:52

ALL GLORY TO THE HYPNOTOAD!




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