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Messages - Matti

#221
And don't forget to disable the debug mode before publishing the game  ;)
#222
Is that supposed to be some sort of criticism, Mr. "Truth hunter"?
#223
Quote from: Mandle on Mon 11/01/2021 10:55:06
I would be first in line.

Me too, but that will happen in half a year at the earliest, as I'm neither old nor "system-relevant". Here in Germany there's the BionTech/Pfizer vaccine and as of today the second approved vaccine from Moderna will be delivered, but it's all going rather slowly. Afaik we won't have a choice either but I don't care.

I don't think there's much alternative to a vaccination when it comes to handle/stop the pandemic. Also vaccines are a great thing and usually quite harmless. The fact that there are so many anti-vaccers out there (spreading lies and fear) and that the overall willingness to vaccinate oneself is rather low gives me one more reason to vaccinate myself.
#224
You can see the walkeable area in-game by pressing Ctrl + A (if debug mode is on). This might be helpful.

Have you perhaps changed the z-coordinate of the character?
#225
General Discussion / Re: Trumpmageddon
Sat 09/01/2021 12:15:10
SS-runes on your avatar now, WHAM, eh?

**** off!
#226
Cool, I didn't know about SkipUntilCharacterStops.

Anyway, I decided that I don't want to have the walking in my game be blocking anyway, so the doubleclick won't be a problem I guess. Now I just have to figure out how to make non-blocking walking and leaving the room consecutive/queued  ;)
#227
I just tried out the Double-Click module and I don't get it to work. Shouldn't the double-click be detected even if there's a blocking function in progress?

I tried using the on_mouse_click code from your first post and as long as the regular click triggers some blocking command the double click is not being detected.

I tried something like this but it didn't work either:

Code: ags
function hDoor_Interact()
{
  if (DoubleClick.Event[eMouseLeft]) 
  { 
    player.ChangeRoom(6, 280, 155, eDirectionLeft);
  }
  else
  {
    player.Walk(282, 173, eBlock); 
    player.ChangeRoom(6, 280, 155, eDirectionLeft);
  }
}


Maybe I'm just a bit stupid here, but how would I go about having the player leave the room with a double click and skip the walk command?
#228
Cool to hear that you're so close  :)

The trailer is quite intriguing!
#229
I remember the jerkiness in scrolling rooms from the past, but in my current project it looks quite smooth, so I'm not sure about the conditions either.
#230
Ah, I wondered where that option was just a few weeks ago. I really think this should be in general settings > dialog.
#231
From the manual:

"If the character has Turning enabled (ie. the "Characters turn to face direction" game option is turned on, and the character does not have the "Do not turn before walking" option checked), then the character will turn on the spot in order to face the new direction. In this case, the BlockingStyle parameter determines whether the script waits for the character to finish turning (eBlock, the default) or whether the script continues immediately and the character finishes turning later on (eNoBlock).

If the character does not have Turning enabled, he will immediately turn to face the new direction and the BlockingStyle parameter has no effect. In this case, the screen will not be refreshed straight away -- if you want to see the character facing his new direction immediately, call Wait(1);"

Might one of these issues be the case? That the screen doesn't refresh or the script continues before the character has time to turn?
#232
+1

The intro is very nice but ends too abruptly.
#233
Danele, please don't quote the entire first post!
#234
AGS Games in Production / Re: The Witch House
Tue 13/10/2020 12:08:05
Beautiful background!

If the screen will be covered by a textbox, at least make it a beautiful textbox, not an ugly one  ;)
#235
I very much enjoyed the demo and I'm very much looking forward to the full game  :)
#236
Very cool indeed  ;-D

I really like that screen btw.
#237
In the editor, just right-click scripts in the project tree, then click import script...
#238
You need to use eBlock when calling the animation, otherwise the animation and Move-commands will be called at the same time.
#239
General Discussion / Re: - CLOSED - AGSville
Wed 23/09/2020 10:23:22
Imagine how we would check all the loose bricks in those walls for hidden keys or a secret passage.
#240
My adblockers list a lot of elements, that could be blocked, but nothing, that should be blocked, eg. no ads. I don't think your adblocker considers these elements ads either. I use my adblocker sometimes to disable annoying pictures or other stuff that isn't advertisement.
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