Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Matti

#441
One possibility would be to put the monster spawning code(or anything else you want to happen) in the repeatedly_execute_always.

Another way would be to make the walking non-blocking and setting a variable that keeps track of what hotspot has been clicked on. Then, you not only check whether the player is standing on a certain hotspot, but also if the variable is equal to the hotspot's ID.
#442
Isn't that wedge just the cloud as seen in the first image?
#443
1. Funkpanzer
2. Tabata
3. Rocchinator

Lovely entries everyone.
#444
Make sure to set the correct transparency when importing sprites ("leave as-is" should do it).
#446
Do you really only want the player to allow to interact with the door when they stand next to it or do you just want the character to walk to the door before opening it? If it's the latter then you can just set the WalkToPoint in the door hotspot's property pane. Alternatively you could code it yourself using a blocking walk command:

Code: ags
function hDoor_Interact()
{
  player.Walk(282, 173, eBlock); // or whatever the coordinates should be
  player.ChangeRoom(6);
}
#447
You don't need gGui1.SetPosition, it's replaced by
Code: ags
gGui1.X = x;
gGui1.Y = y;


gGui1.SetPosition(x, y) should also work.
#448
General Discussion / Re: Trumpmageddon
Tue 09/01/2018 11:21:32
Blondbraid, the gorilla thing was a joke ;)

QuoteAs it turns out, though, the idea is so believable that a whole lot of people actually did buy that this was a real page from Wolff's book.
#449
AGS Games in Production / Re: Tardigrades
Wed 27/12/2017 12:04:14
Yes, it's a very nice effect and the torus shape is recognizable :) Keep it up!
#450
Right. You don't have to always fill the whole screen. On the other hand, if you have a large scene that you don't want to split into different rooms, you can make a scrollable room.
#451
Yes it is. It's also something you can easily look up by pressing F1 while using AGS (roll)
#452
Just replace object with character in the code I posted.
#453
Ah yes, I wasn't sure if the object limit still exists. But you can always re-use objects if they aren't all supposed to be on screen at the same time.
#454
Objects have numbers, so something like this should work:

Code: ags

int zombie = 0;

while (zombie < 30) // or whatever the amount of zombie objects is
{
  if (object[zombie].Y > 390)...
  zombie ++;
}


EDIT: Of course, the zombie objects must be consecutive and no other objects should be between 0 and 29 in this example. If there were others, you'd have to make exceptions in the if clause.
#455
When you say you added this code to the room script, did you add the function by yourself? That's not how it's done.

When editing the hotspot and clicking the lightning bolt, is there a function name in the properties pane (marked in red)?


If not, click the ...-button on the right side to create the function (or link the event to the already created function):


It's explained in the link Khris posted.
#456
AGS Games in Production / Re: The Witch House
Wed 20/12/2017 13:03:16
Very stylish. The colors and animations are great!
#457
You have to be more precise. What battle system are you aiming at? How do you do you want the enemies to be selected?
#458
Ubel made a good point. I prefer the lighter ones too as they look more natural and add some depth to the scene. The original ones were too grey though.
#459
Not bad at all! :)

Great artwork and, while not perfect, very well made controls and physics! The AI works well too.

Had a go in safe mode and made 1st place and another one in wild mode where I made 2nd place. Doesn't seem to be too hard.

I'd love to see more tracks!
#460
This is the spoiler tag:

SMF spam blocked by CleanTalk