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Messages - Matti

#2141
Nice work, kaio. But I second what GarageGothic said about the hat. It looks weird on the poster and therefore it looks weird in your work.
#2142
Yeah, I used the import-export commands now, but I would have prefered to do that via the global variables pane. Importing and exporting 17 variables (at once) is a bit annoying.

But thanks anyway..
#2143
It seems that gobal ints can't be arrays. Is that true? That would be a pity.
#2144
Thanks, that works.

The only thing is that the "Gui" in GUIControl has to be written in capital letters in order to be recognized, but I could figure that out myself.  :=
#2145
Sorry, perhaps I'm just too tired... but:

I want to check if the mouse is over a certain GUI-Button (cause then a label with a description should appear). I only found solutions for either other locations (hotspots, regions etc.) or for GUI-buttons when a mousebutton is pressed but that's not the case.

I guess GetAtScreenXY could help but I admit that I don't quite understand that command.

So any help is appreciated.
#2146
Dualnames, I think he's looking for something else. I hope I haven't messed up things so this will work:

Code: ags

if (character[0].y > 131) { // character is standing in walkable area 1
  character[0].Walk(127,131,eBlock); //walk to door from walkable area 1

  if (GetGlobalInt(28) == 0) { // if the Globalint is 0 (the default)
      SetObjectView(3,2); // open door view
      SetGlobalInt(28, 1); // set GlobalInt to 1 so the door will be closed next time
      RestoreWalkableArea(2);
  }
  else if (GetGlobalInt(28) == 1) { // if the Globalint is 1
      SetObjectView(3, 3); // closed door view
      SetGlobalInt(28, 0); // reset GlobalInt to 0 so door will be openend next time
      RemoveWalkableArea(2);
  }
}
else { // character is standing in walkable area 2
      character[0].Walk(127,92,eBlock); //walk to door from walkable area 2

  if (GetGlobalInt(28) == 0) { // if the Globalint is 0 (the default)
      SetObjectView(3,2); // open door view
      SetGlobalInt(28, 1); // set GlobalInt to 1 so the door will be closed next time
      RestoreWalkableArea(1);
  }
  else if (GetGlobalInt(28) == 1) { // if the Globalint is 1
      SetObjectView(3, 3); // closed door view
      SetGlobalInt(28, 0); // reset GlobalInt to 0 so door will be openend next time
      RemoveWalkableArea(1);
  }
}


Try that out and let me know if it worked. Note that you have to post the removewalkeablearea code int the rooms before_fadein section according to what area the character is walking on first.
#2147
Quote from: InCreator on Fri 09/01/2009 15:38:09
* Did you use reference stickman/character while making this room? The sizes of everything seem to be a bit off. I mean, imagine character using the door and then same character attempting to sit by desk. I suggest to take good, long look at this matter.

I don't think the sizes are significantly wrong. The desk almost reaches half od the door. I just looked at my door here and it's easily three times larger than my desk. In fact I think the sizes are almost perfect.

But agreed to the other points and yes, the colors are horrible. I'd become crazy sitting in a room which walls in these green and blue colors. The grey ceiling is very weird too.
#2148
Well, you can't simply post a picture here which is actually located on your harddisc. You need to find a host to upload the image. The second point is that you need to post the file extension of the image too.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=6297.0


Edit: You can upload pictures here for example: http://www.2dadventure.com/ags/upload/upload.html
#2150
Quote from: KhrisMUC on Mon 05/01/2009 15:03:34
Character.GetAtScreenXY won't check just the character's feet but the whole sprite.

Ah, right. Sorry.

Btw: Why isn't there a character.xy command for NPCs?
#2151
If the area ist rectangular it's not too complicated. Let's say the area should reach from x=100 and y=100 to x=200 and y=150 then you could do the following:

Code: ags


// top of the room's script:

int aim_x=100+random(100);
int aim_y=100+random(50);


// repeatedly execute:

if (Character.GetAtScreenXY(aim_x, aim_y) == cWalkingGuy) { // checks if the character has reached his temporary goal
  aim_x=100+random(100);                                    // if so, new coordinates are set
  aim_y=100+random(50);
}

cWalkingGuy.Walk(aim_x, aim_y, eNoBlock);



I haven't tested this though, but it should work that way.
#2152
It looks a bit strange because the trunk suddenly ends and three branches are coming out. Make the trunk larger so that it disappears in the treetop.
#2153
Wow. That smiley's beer gets refilled just when it's half-way through. Very practical..   :D
#2154
Adventure Related Talk & Chat / Re: Mods
Wed 31/12/2008 03:20:03
Quote from: ManicMatt on Tue 30/12/2008 22:29:34
I keep thinking people are talking to me, when it's the other Matt!

Well, that's not as confusing as it is to me..
#2155
...but note that the character's speech view isn't shown when using saybackground. You could bypass that by activating and changing the character's idle view I guess.
#2156
My brother needs the mac binaries too. A new link would be cool.
#2157
None...
#2158
Quote from: Pumaman on Wed 24/12/2008 14:02:32
* Added support for running normal scripts as part of dialog scripts,  and thus obsoleted the run-script, dialog_request business

Hey, thanks for that. The dialog requests always annoyed me.
#2159
Quote from: ProgZmax on Fri 19/12/2008 10:02:14
I hate Tom Cruise intensely.

Hey, you're not the only one.
#2160
Critics' Lounge / Re: vault dweller
Sat 20/12/2008 14:46:31
Quote from: PokeyFlame on Fri 19/12/2008 23:57:01
Oh my god are you making a Fallout game????

Quote from: BoG on Fri 19/12/2008 11:33:43
by the way, i'm not doing a fallout adventure, this is just practice

So I guess, no. But I would be interested in that too.
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