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Messages - Matti

#381
After having this issue with the blocking areas of characters and objects, I thought it would be great if one could specify the area that is blocked (especially the height), to account for the perspective/depths of sprites.

One simple way would be to specify if an object's or character's blocking height is centered around the baseline or if it's lowest point is the baseline. A more advanced and maybe unnecessary way would be to set the corners of each rectangle.

Would something like this be feasible?
#382
Hm, I thought so. The chair doesn't need to be moved so I'll just cut a hole into the walkeable area. But maybe this is something that should be improved. I remember quite a few situations in other games where the characters would walk around objects rather strangely. Now I know why ;)

EDIT: It's even worse that the vertical center of the rectangle is one pixel below the lowest pixel of the sprite.
#383
I haven't worked with blocking objects in a long time and now that I do I'm having some issues. I think it isn't very convenient that the blocking height is centered around the baseline, because in most cases you'd want an object to be blocking from the lowest point upwards.

In my case, the character walks right through the chair, but cannot go past below it. I tried changing the chair's baseline but that didn't change the blocking area. I could use a dummy object or alter the walkeable area, but I'm not sure if I'm doing something wrong with the baselines or if there's another way to accomplish this.

Here's the situation with the walkeable area minus the blocking rectangles which are way off:


#384
Quote from: Kumpel on Tue 16/10/2018 19:13:15
@Cyrus: WOW! You wrote a walkthrough for a game you never even produced? I can't decide if this is kinda brillant or absolutely crazy! Soooo much work! All you have to do now is ...the rest. But nevertheless: WOW!

@All: Did some of you guys ever do this? Anyone? Hello? 8-0


I wrote a walkthrough for the game I'm working on right now, which is still far from being finished. It's way shorter than Cyrus' game though and I only wrote down the necessary actions. Nevertheless, it really helps to get things right, avoid logical mistakes and think about certain situations, plot elements, dialogs..
#385
Shouldn't HotspotLabel.Text = ""; do the trick?
#386
Add spoiler tags, Blondbraid!
#387
I don't have the time right now to recreate the situation and I also don't know how the module works exactly, but

1. if you want to have something updated while some blocking command runs you have to create the function repeatedly_execute_always() and put the specific code in there.

2. if you want to lock the mouse to hotspot coordinates in a scrolling room, you have to check GetViewportX() to get the X-offset of the viewport. Hotspots use room coordinates while the mouse uses screen coordiantes.
#388
General Discussion / Re: Winzip or 7Zip
Fri 21/09/2018 13:01:22
Quote from: Khris on Fri 21/09/2018 11:57:54
And you can extract into a new folder in the current folder from said menu. Perfect.

Yep! I use that all the time.
#389
General Discussion / Re: Winzip or 7Zip
Thu 20/09/2018 16:39:34
I'm using 7-Zip for a decade or so. It's free and it compresses to .zip-format like Winzip, but at a better ratio. The compression rate of 7z-files is even better but you need to have 7-Zip installed to unzip those.
#390
What Cassiebsg said. Using a different room is definitely less tedious than changing backgrounds, areas, objects etc.
#391
This looks very good, nice work. I love it when horror/suspense movies center around a ship and/or the (ant)arctic ;-D

Very professional indeed!
#392
You could put this in the repeatedly_execute_always():

Code: ags

if (IsInterfaceEnabled()) Button1.NormalGraphic = 1; // or whatever the button name and sprite slot number is
else                      Button1.NormalGraphic = 2; // or whatever the button name and sprite slot number is
#393
The button is not distorted, it's greyed out. In general settings under "Visual" look up "When player interface is disabled, GUIs should" and change it to "Display normally".
#394
Competitions & Activities / Re: Artjam Thread
Wed 29/08/2018 11:33:30
Quote from: cat on Sun 26/08/2018 20:47:55
Edit: Weird, the dithering looks terrible here on the forum - is this just my Firefox messing it up?

I noticed this too. All the pictures in the forum are messed up for some reason. It's sometimes more, sometimes less noticeable.
#395
I agree with Danvzare too.
#396
Completed Game Announcements / Re: Forms
Tue 14/08/2018 09:25:40
Ok, I've completed it too :)

Spoiler
Like selmiak I didn't think of combining the items - despite doing that in adventure games all the time (roll). I guess the misdirection in the last room confused me too much ;)
[close]

Nice game. It's quite short but I definitely see some potential there.
#397
Completed Game Announcements / Re: Forms
Sun 12/08/2018 17:46:37
My ads get blocked and I could download without problems.

I figured out the first puzzles, then got stuck, maybe it's a bug:
Spoiler
I think I was supposed to get the numbers (132) and put them in the equation, but I wasn't able to pick them up.
[close]
#398
If you open game.agf, search for "<Dialogs>" and scroll down you should see all the dialogs.
#399
Yes, definitely B, I always prefer a fixed hotspot label to a hovering one. It's a very nice font btw :)

Good luck with the final stage(s) of the game!
#400
I agree that exploring a room is (or should be) a vital part of adventure games and highlighting all possible objects in a room defeats that purpose. I'm also very annoyed if games have rooms full of interesting stuff but only a few hotspots you can look at or interact with. Sometimes it's ridiculous and frustrating how some objects strike out and catch your eyes just for you to realize that you can't even look at them! I've had that a lot in games recently.

As for the pixel-hunting: The point is not that you have to find useful items yourself or work out which of them are useful. The problem with pixel-hunts is that sometimes you have to either systematically scan the whole screen for hotspots or be lucky to randomly find a certain object somewhere. Pixel-hunting results from something not being clearly visible, and that's why it's a bad thing ;)
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