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Messages - Matti

#41
Using the ID of the buttons should simplify this a lot.

The idea is that you code this somewhere else than in the button's events, and the pattern should just reflect the ID numbers.

I don't have the time right now to go more into it or to provide code..
#42
Congrats, Pinback!

Looking forward to a new theme.
#43
Small wooden drawers! Who would have thought they'll fit in your pockets?



#44
I would have voted for RootBound.
#45
Ah, too late for voting..
#46
I'm still in my second playthrough and currently don't find much time to continue, so I'll post some thoughts I've written down while playing (today's update gave me the impulse):

Spoiler
- Minor thing: Walter faces door 2 when interacting with it, but doesn't face door 1 (before knowing about Joe)

- There could be the option to buy light bulbs in the general store, so you could have an extra bulb, or get one without having to wait for Mrs. Dombrowski to bring a new one. It would also make sense to ask Joe for a light bulb, whether he actually has one or not.

- It happened several times that I exited the university library via the map only to realize that I forgot to borrow a book that I had in the inventory. Walter then just says that he'll return the book. It would be quite time saving if there was the possibility to stay at the library in that case, instead of leaving. There could be a message with options:
"You have books in the inventory that you haven't borrowed.
1) Return the books and leave
2) Stay at the library"

- What I found strange was the fact that my "freezing" status didn't go down while I was chopping wood on a sunny day. This doesn't really make sense and I really anticipated it going down, which would also be cool gameplay-wise. Making money and getting warmer :)

- Minor: When talking to the boy in the alley it doesn't really make sense that Walter says "I'll be back soon" when asked for a proof to be student, if he has his student card in the inventory. Maybe he could say "I'll see what I have" or something similar.

- I would prefer decimal/float numbers in the status/skills panel instead af rounded numbers.

Also the rounding seems odd. I had an exams value of 6.9 and it showed 7, but I also had a Math value of 2.8 and it only showed 2.
[close]
#47
How do you want it to work exactly?

If the character should just continuously walk between two points it's simple:

Code: ags
if (!character.Moving)
{
  if (character.x == 100 && character.y == 100) character.Walk (200, 200);
  else                                          character.Walk (100, 100);
}
#48
I got it in four today. Funny enough I started with "stare" which i seldomly do  ;)

Wordle 668 4/6*

⬜⬜⬜⬜⬜
⬜⬜🟩⬜⬜
⬜🟩🟩🟩🟩
🟩🟩🟩🟩🟩

Spoiler
STARE
PLUMB
FOUND
HOUND
[close]
#50
Not sure what causes that issue, but you could try to do some debugging, like having a label that shows the player's current view, walk speed etc.

Also where is this code located, which function is it in? Is there any code before or after that snippet that might cause some conflict?
#51
AGS Engine & Editor Releases / Re: AGS 3.6.0
Sun 02/04/2023 15:44:18
Great work! Thanks everyone.
#52
Critics' Lounge / Re: Dude Where's my Keys?
Sun 02/04/2023 15:38:00
Overall I like it, but as the others mentioned the perspective is way off and that cought my eyes right from the beginning.

You have a weird two point perspective and I think you should have a one point perspective instead. The image would greatly benefit from aligning everything with that point. As mentioned we shouldn't see the top of the cupboards/microwave/fridge. The top of the doors would be angled too.


#53
If you select a walkeable area in the editor, you can edit the character scaling in the properties panel. If you set ContinuousScaling to true you can edit the min/max scaling of characters.

You can also do this via coding using character.Scaling.
#54
Something like this should work (untested). You have to make sure that all the characters that can collide have a consecutive ID.

Code: ags
int i;
int i2;

for (i = 10; i < 16; i++) // iterate through characters 10 to 15 (as an example)
{
  for (i2 = i + 1; i2 < 16; i2++) // iterate again without checking the same pair of characters again
  {
    if (character[i].IsCollidingWithChar(character[i2])) 
    {
      // character[i] and character[i2] are colliding
    }
  }
}
#55
Snarky, I think you misunderstood the question. I don't think Pax Animo meant that the collision detection seems random, but that random collisions are supposed to happen in the game and they want to find out who's colliding.


I started to write some code using arrays, but I was unsure how exactly you want this to work.
 
I guess there are a bunch of characters that can randomly collide with each other and the basic idea is to have two arrays that iterate through all the characters that can collide. But who should follow whom exactly, if two of them collide? Who should change their view and who's ID is supposed to be passed?
#56
I'll try to give more feedback after I have finished my second playthrough (I did the first one in the days after the release), but I just want to point out one QoL improvement:

It would be nice to directly see the amount of pills, food etc. when hovering the mouse over it in the inventory. Similar to the money in the wallet it could say "3x food" or "sleeping pills, 2 left"..

Anyway, great work with the game  :)
#57
You're absolutely right, sorry for the confusion!

In my game right-clicking in general removes the current item, so it seemed to work correctly with the inventory too, but as you said, clicks on empty spaces in the inventory aren't actually registered.
#58
Quote from: Crimson Wizard on Mon 13/03/2023 15:08:53on_mouse_click is not called when you click on GUI. eMouseLeftInv/RightInv are only passed when you click on items themselves (in case "override inventory clicks in script" is true), but not on empty space in inventory window.

Are you sure? I always considered the inventory handling in AGS a bit confusing, but I got this in my on_mouse_click function and it works perfectly fine. If I click on an empty space the current active inventory becomes null:

EDIT: Nevermind. This code does not run, i.e. the clicks aren't registered. In my game right-clicking in general removes the current item, so it seemed to work correctly.

Code: ags
  // right click on inventory
  else if (button == eMouseRightInv)
  { 
    // put item away
    if (player.ActiveInventory != null) { player.ActiveInventory = null; mouse.Mode = eModeInteract; }
    // look at item
    else inventory[game.inv_activated].RunInteraction(eModeLookat);
  }
#59
As a sidenote, an easier workaround might be to use two objects. To me it seems that you change the book object's graphic to a coin (as part of a transaction). Instead you could just disable the book object and enable a coin object.

Also I advice you to use object names instead of their numbers, e.g. oBook.Graphic instead of object[0].Graphic. This makes your code more readable and mistakes less likely.



#60
I will try it out later today!

Somehow it's a great timing, because the game will help me get through my first (and hopefully last) covid infection  ;-D
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