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Messages - Matti

#61
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
#62
This depends on how you want it to work exactly. Should the GUI only become more visible while the player walks and should it immediately become invisible again if the player stops?

You could link the transparency directly to room coordinates, like this for example:

Code: ags
if (player.x > 200)
{
  GUI.Transparency = 100 - (player.x - 200)
  if (GUI.Transparency < 0) GUI.Transparency = 0;
}
#63
Quote from: Terminator2 on Wed 08/02/2023 00:43:26I can get it working for the most part but the animation doesn't work when I use the eNoBlock parameter. In other words, the librarian just stands there.

That's because you're calling the animate command over and over again, 40 times a second. In your code you don't check if the librarian's animation already started.

I came back to your first code and tried to change it to make it work. Aside from checking the animation I also got rid of the walked variable and tried to make the code shorter. It's untested though and I'm not sure if it (immediately) works.

Code: ags
if (TimerStart == true && !cLibrarian.Animating) { // only called after the librarian's animation stopped
    cLibrarian.UnlockView();
    location = Random(0); // Randomize 9 numbers
    TimerStart = false; // Stop timer from randomizing
  }
  
if (TimerStart == false) { // If timer is paused then send librarian to location
  if (!cLibrarian.Moving) {
    if (location == 0) {
      if (cLibrarian.x != 444 || cLibrarian.y != 229) { // send librarian to location
        cLibrarian.Walk(444, 229, eNoBlock, eWalkableAreas);
      }
      if (!cLibrarian.Moving && !cLibrarian.Animating) { // if he's not moving (anymore) and not animating (yet), animate him
        cLibrarian.FaceDirection(eDirectionRight);
        cLibrarian.LockView(39);
        cLibrarian.Animate(2, 5, eOnce, eNoBlock, eForwards);        
        TimerStart = true;
      }
    }
  }
}
#64
On a side note: As a player I find it convenient if the arrow buttons already indicate that there are no more items in one direction.
#65
What does the error message say?
#66
Today it went smooth, though I could have completed it with two guesses.

Wordle 594 3/6*

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🟩⬜🟨🟨🟨
🟩🟩🟩🟩🟩

Spoiler
STERN
TOAST
TASTY

..too bad I decided against tasty and used toast as the second guess.
[close]
#67
Great news! I'm looking forward to it.
#68
AGS Games in Production / Re: REBOOT
Tue 31/01/2023 08:54:50
Nice! Good luck with the development.

Your art style is getting better and better (though the perspective in the last image is way off  ;) ).
#69
Quote from: eri0o on Fri 27/01/2023 21:57:24In my experiments with it, it makes too many mistakes still, often mixing AGS Script with some other languages (C, C# or JS), and also AGS API with other apis (even Game Maker stuff).

Definitely. You should treat the output as pesudo-code rather than actual AGS script. I think the chatbot can be helpful when it comes to a general code logic though.
#70
Ah, yes  :)

I also asked the chatbot about some AGS stuff a few weeks ago, and was impressed that it could help me (though things need to be adjusted)!
#71
I would also like to have a "new" button  :) More than that though I would really like to have a "save as" option to create a new/seperate project. But it's true, I never asked about that!
#72
Quote from: newwaveburritos on Mon 16/01/2023 19:02:24won't work because the Wait(1) is outside the while statement.

I also think that this is the problem.

You already fixed this in the first code you posted though (making both codes in your post identical), which is a bit confusing  ;)
#73
Well, TimerText never updates, because it's in room_load.

Just put TimerText = String.Format("%d : %d", min,  sec); in repeatedly_execute_always() before cTimer.SayBackground(TimerText);
#74
Yes, everything you mention is pretty much possible and doesn't require a lot of work. I don't see any reason why the (however fancy) menu shouldn't be part of the game (or the same executable).

I say finish your game, then make a backup (which you should of course do regularly), then concentrate on making the menu/title screen as the last missing part of your game, done  :)
#75
I think you can't accomplish this with a blocking/looping function.

Quote from the manual:
QuoteFor player character this command does not change the room immediately; instead, it will schedule the room change, and perform it only once your script function has finished (This is to avoid problems with unloading the script while it is still running). This means that you should not use any other commands which rely on the new room (object positionings, and so on) after this command within the same function.

What you could do is something like this (in the global script's repeatedly execute function):

Code: ags
// call these lines once after the key combination was pressed:    
    ask_for_objects_testing == true
    int initial_room = player.Room; 
    i = 0;

  if (ask_for_objects_testing == true) {
    if (liste_room[i]>=0)
    {  
      i++;
      log(String.Format("parsing room: %d", liste_room[i]));
      player.ChangeRoom(liste_room[i]);
    }
    // go back to initial room
    else 
    {
      ask_for_objects_testing = false;
      player.ChangeRoom(initial_room);
    }
  }

Not sure if this really works, it's untested and off the top of my head.
#76
Khris is right.

As Glurex said it's quite simple to add a menu: You only need a new room, a GUI, and a few small functions in the global script for the different buttons: Continue, New Game, Quit.. Nothing else needs to be added to the game.
#77
Quote from: Ponch on Thu 29/12/2022 00:15:15I hope you're thankful to be in the tropical paradise of Berlin, where the warm trade winds blow!***

Well, it's mild 10°* and quite rainy, so I guess it's somehow tropical!**

*Celsius!
** approximate understanding of what tropical weather means
#78
Quote from: Ponch on Wed 28/12/2022 20:57:45Also, flashlights used to have a button that allowed you to blink or flash them, for signaling others in code.

What do you mean by "used to"? It's quite common and I immediately thought about that :)

Funny though, I didn't even know that it's called torch in British. American words are indeed better known in most countries I guess.

Quote from: PonchEmbrace Fahrenheit!

I'm just glad to see you survived the -40° Celsius you had in that crazy winter storm!
#79
I needed one more guess.

Wordle 551 5/6*

⬜⬜⬜⬜⬜
⬜🟨⬜⬜⬜
⬜🟨⬜⬜🟨
⬜⬜🟨🟩🟩
🟩🟩🟩🟩🟩

Spoiler
BRINK
FEAST
PLUME
WHEEL
EXCEL
[close]
#80
I made a quick paintover, maybe it helps.






- I added a darker skin color as well as a darker hair color
- I slightly tweaked other colors. The problem I see is that you have a very high contrast between colors (the darkest vs. the second darkest skin color) as well as colors that look very similar (the two skin colors with average brightness).
- I changed the eye color to a dark grey and added a little brighter dot, as pure black is not a good choice.
- I made the shading and texture asymmetrical, because perfect symmetry never looks good  ;)
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