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Messages - Matti

#961
Quote from: ProgZmax on Sun 23/01/2011 03:35:17
Both games looked like they hired some mediocre flash artist from newgrounds to do a slapdash job so they could make some quick bucks off guybrush's revived corpse.

Seconded. Also, Gubrush's hair is reason enough not to play it.
#962
The Character Control module might be of use:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28821.0

..especially if several characters should perform tasks in the background.


It shouldn't be hard to script it by yourself though. I'd do it somehow like this:

1. character walks to box
2. character changes view (transporting gold)
3. if character has that view and is standing near the box*, he walks to the sack
4. if he has that view and stands near the sack*, he changes the view and walks back to the box

* you can use regions for that.
#963
Quote from: Tenacious Stu on Fri 21/01/2011 12:12:11
Not sure what you mean about the shoulders, do you mean that they appear slouched?

Well, the problem is that there are no shoulders, just diagonal lines which looks quite weird. But Tabata's edit helped a lot. I still think that the shoes look weird.

The edit isn't great and I didn't use Tabata's version, but maybe I get the point across ;)



x4
#964
From the manual:

Setting DELAY to 0 causes the idle view to be looped continuously when the character is not moving - this is useful when for example the character is swimming and they need to tread water when idle.
#965
On http://www.zshare.net/ you don't have to register and you can upload up to 500 mb.
#966
Where did you put the script in? If it's in room_load or something, then that's the problem.
#967
Nah, Gilbet seems to be right. The while shouldn't cause any trouble. It's just that I thought I had that problem before, but I just tried it out and it worked fine.
#968
Works for me too. The only (rather unrelated) thing I noticed is that my games run significantly slower if I turn off music and sound in the winsetup.
#969
A while loop like this one:

Code: ags

    while (trans > 0) {
      trans--;
      gIconbar.Transparency = trans;
      Wait(1);
    }


..will stop all code from being executed until its finished. The transparency decreases until it reaches 0 and then the code finally has a chance to even show that change. It needs a moment due to the 100 wait commands.  You'd need an if instead of while.
#970
The feet and the shoulders are the main problem I think. And I don't know if it's on purpose but while the legs and head look 'normal', his upper body looks rather fat.

I'll try to do a paintover soon.
#971
No, that should work nicely.
#972
AGS Games in Production / Re: Arden's Vale
Tue 18/01/2011 10:22:35
Quote from: Arj0n on Tue 18/01/2011 10:11:24
What's the purpose of that sundial b.t.w.?

I guess it's the cursor  ;)
#973
Idea - Oraxon
Atmosphere - Mordalles
Design - Oraxon
Composition - Mordalles
Technique - Mordalles

I really like both of your entries. Loominous, your BG is nice too, but I think it's way too bright and blurry.
#974
Quote from: SteveMcCrea on Mon 17/01/2011 20:27:19
[EDIT] I should mention that Matti's will work as long as you change the AlreadyUsed array size to 51, and add some code to count the number of numbers doled out). The technique is frowned upon by purists since there's no guarantee in general that the loop will terminate in a reasonable time (although in AGS it's guaranteed, since the random number generator isn't truly random).

Yes, it's a short but rather poor code. And yes, I forgot the fact that the while loop would've been stuck in case all the numbers were already used.

Also, there was a little mistake which I just corrected. The stupid txt-spelling made all my "r" variables to "are" and when I changed all the "are" to "i" I forgot one of them.
#975
Something like this perhaps:

Code: ags

bool AlreadyChosen[51], ready;
int i;

i=0;
while (i<51){
  AlreadyChosen[i]=false;
  i++;
}


Then the part to get a random number:

Code: ags

ready=false;
while (!ready){
  i=random(50);
  if (!AlreadyChosen[i]) {
    ready=true;
    AlreadyChosen[i]=true;
  }
}


I'm not sure if this could be done easier, but it should work.

i is the random number, AlreadyChosen[ i ] is true when i was already chosen once, ready is just there to stop the while loop.
#976
It's very easy again. All you have to do is using a variable.

Code: ags

int wait = 0;

//in the rep-exe:
if (wait > 0) wait --;

function oObject_Interact()
{
if (wait == 0){
  wait = 20;
  // do stuff
}
}


No matter how fast the player clicks, the action will only happen twice a second at most.
#977
Haha, nice entry, Derrick, I really like it.

Hopefully I find the time to enter too.
#978
You can do something like this:

health -= Random (damage + strength);

This would lower the health at a random number between 0 and the damage plus the strength variable.

This is all very basic and logical stuff, you should really try to figure this out by yourself, otherwise we need to constantly help you until the game is finished..
#979
Quote from: general_knox on Fri 14/01/2011 17:33:19
Is it possible + fairly "easy" to change the order of folders in the Sprite Editor by click-dragging? Right now we cant change the order of folders, the only way is to remame them and swap folder contents.

I second that request! The folder issue is very annoying.
#980
As Khris said, you can shorten that part using a single line:

health -= ouch;
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