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Messages - Mehrdad

#1
Quote from: Crimson Wizard on Yesterday at 18:29:01Stop frame? Do you maybe mean "start frames" here?

So, if there's a walking animation like this:

[Start frames] --> [Repeating frames]

Then after the turning the next walk begins with the first repeating frame. Is this right?


Completely right
#2
Quote from: Crimson Wizard on Yesterday at 17:53:47So, you are saying that the walk after turning animation should begin with frame 1?


Yes
Of course, if you build a system that has more than one stop frame, it should skip all of these frames. We talked about this in previous posts.


QuoteThis sounds reasonable for a 180-degree turn in the complete opposite direction, but what about a "90-degree" turn? If the character is walking Left and then turns to walk Up, for example? Do you want them to stop and turn in place? Won't it look quite strange if the character stops to pivot every time their direction changes?

(Keep in mind that if your character only has 4 directions, turning from the Left view to the Up view could just be a matter of a slight change in direction, not necessarily an actual 90-degree turn.)

This happens very quickly. A 90 degree turning takes about 3 frames. Broken Sword game use this turnings.

#3
Quote from: Snarky on Yesterday at 17:40:04The case CW was asking about was if the player clicks to the left while already walking to the right (or simply if the path to where the character needs to go involves turns).


In any case, when the character is standing or moving, if the opposite direction is clicked, the turning animation should be executed.

QuoteDo you actually mean that the player character should stand (show the standing frame)?

No, what I meant was that the turning animation should run and finish during this time, and then move.

#4
Quote from: Crimson Wizard on Yesterday at 16:45:53understand


In View editor and loops , Frame 0 = Stop player . Please ignore it after finished " turning animation"


 
#5
@Crimson Wizard


If I understand correctly:

I will explain with an example
If the character is looking to the left, and we click exactly to the right. This happens:
The player stands to the left --> Run the custom animation "left to right" --> walk to the right
Note that the standing frame, which is the first frame in the View editor, should be ignored

Now, if we click to the right again while walking to the right, nothing happens or stops because there is no need to perform any turning.
Turning animations should only be performed when we have a change in direction.
As a rule, during any rotation, the player should stand until the rotation is complete and then move.
#6
Quote from: Crimson Wizard on Sat 09/08/2025 19:09:38If we play a "turning" animation instead, is the last walking frame saved, or is it reset to 0 when it starts moving again?

Sorry, I didn't understand your question exactly. Please see the example and video I sent you earlier.
#7
QuoteIs this animation played while the character is still moving a second before stop; or is it played after the character have stopped and is standing still already?

Once stopped, it will only run once.

QuoteIs there a difference if character is turning while standing still, or is turning while already moving? Is it the same animation, or two different animations?

This is the same "Turn before walking" that is present by default in AGS, but here we tell the player to first execute our frames and then move.


5) other feature I remember now: More than one IDLE for player. And run in random.
#8
Quote from: Crimson Wizard on Sat 09/08/2025 18:22:48What do you mean by this?
- animating a character while the character is standing?
- or special animation when the character is stopping in the end of the movement?

special animation when the character is stopping in the end of the movement.


QuoteCan you explain, in plain words, what is the desired behavior? I do not want to read the script module, trying to understand what it does.

Ok. Let me explain to you with an example

cEgo.SetTurnAnimation(eDirectionDown,eDirectionUp , eTurnClockwise , 4, 0);
The character is in the "down" state and is clicked "up". it moves clockwise, and use int view 4 , int loop 0

Edit : Clockwise is not an important option
#9
Quote from: Crimson Wizard on Sat 09/08/2025 16:24:13@Mehrdad, could you please elaborate on these? We need to understand which kind of animation behavior are you asking about exactly.

OK

1) Ability to change character offset. Like the one you added in the View Editor. But visually. ( XOffset, YOffset). Please see image in first post.
2) Custom turning ( Like Visionaire). I sent for you this module
3) More than one frame for Stop character. AGS has only one frame for stop player in View editor. Please increase it.

These features are enough for a animation editor
#10
So
Quote from: Crimson Wizard on Thu 07/08/2025 15:56:44
Quote from: Mehrdad on Thu 07/08/2025 15:54:30
Quote from: Crimson Wizard on Thu 07/08/2025 11:25:02@Mehrdad , could you upload examples of the starting, stopping and turning animations, for our reference?

I sent you PM

Thank you, but I was hoping for something that may be posted for everyone to see, that is - not private.
There's no guarantee that I will be doing this. Someone else may be working on this in the future.
Some people may have ideas of how to implement this feature, so they may have a use for real examples too.
rry
Quote from: Crimson Wizard on Thu 07/08/2025 15:56:44Thank you, but I was hoping for something that may be posted for everyone to see, that is - not private.
There's no guarantee that I will be doing this. Someone else may be working on this in the future.
Some people may have ideas of how to implement this feature, so they may have a use for real examples too.


Sorry, it's just related to the arts. No other things

You can share all the codes
 
#11
Quote from: Crimson Wizard on Thu 07/08/2025 11:25:02@Mehrdad , could you upload examples of the starting, stopping and turning animations, for our reference?

I sent you PM
#12
Hi. I'm unable to create an APK for Android. I didn't have this problem in previous versions. Where can I see the log, and what is my mistake?
@eri0o







Edit : No worries, this problem is not relevant to AGS. Our country blocked by google and it's can't download gradle that need for build. I have to search for change DNS or a powerful proxy.

I'll update here if I get success
Sorry again

Edit2: OK. I successfully built an APK for Android with a powerful proxy, and everything works perfectly.
Please ignore this post
 
@eri0o
@Crimson Wizard
#13
Completed Game Announcements / Re: Flight
Thu 17/07/2025 08:28:22
A very beautiful and impressive game. ukz530's games are truly top-notch. It took me about half an hour to finish it, and I didn't move during those hours.
#14
Great update. Well done!
Thanks so much for adding XOffset and YOffset properties for the View Frames. It's really useful for me :P
Also for shaders.
#15
Hi developers
I'm an animator and I really need to this structure in engine. This feature is ready in Visionaire and other game engines

1) change Anchor point to adjust to previous animations.


2) More than one frame to start animation in View editor. For example, start of 0 and return to loop to frame 4.
3) More than one frame in stop animation in view editor. For example, standing of character with a little animation.
4) custom "turn before walking" . For example Left to right --> play loop number and frame number
   I have a module that was written by @Gurok for this with some a little bug. if you want.

Thanks in advance
#16
Quote from: Crimson Wizard on Sat 29/03/2025 13:26:49Touch API has separate "pointer down" and "pointer_up" events, so it's possible to do something when the finger is pressed, and when it is released.

OK. It's the same "mouse release" think so and I'm sorry that I don't know your complete API

Quote from: Crimson Wizard on Sat 29/03/2025 13:26:49are you proposing to change the demo game, or add something to the touch api?

My mean was add more examples to this demo. Like holding two fingers at the same time to run fast or shoot a bullet, etc.
 
 
#17
Quote from: Crimson Wizard on Wed 05/03/2025 12:47:44Here's the game project:

It's great work. Nice job. So we can make more different genres like platformer on mobiles 8-0
Maybe it's out of this topic but I have some suggestions. (Maybe it's ready and I don't know)

1) For point & click adventure games we needed to "release mouse" instead of "left click". Because we want to search the room for find objects and hotspots by touching them without moving the player to the point.

2)Add  D-Pad instead of a joystick too (Up, Down, Left, Right) and combine

3) Combine two touches for an action like running
#18
Quote from: Retro Wolf on Mon 06/01/2025 12:35:56Kweepa, do you still have a copy of the scm file? The link is dead.

Hi
I had it in my archive.Uploaded now. Here it is:

https://www.dropbox.com/scl/fi/0wi2t1slgrqm1axgr0thq/SeededRandom.scm?rlkey=2puorez2fkb6zzeaz6ebqasqc&st=2ogfar95&dl=1
#19
 I think Tween module can make parallax in zoom in/out too. @edmundito
#20
QuoteIf I understand correctly, you mean the effect when parallax layers change their relative speed depending on how close or away they become to the "viewer" after we change zoom? I suppose that might be possible to configure too.

Right. I think it's possible now to change the size of objects and layers when we have zooming.
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