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Messages - Mehrdad

#281
Hi

I'm playing Black Mirror game and I notice it have great walking and pathfinding . I have two question:

1) In Black Mirror if you click very near to character for walking it doesn't move.It start to walking when you click at the special distance of character at least for one step walk.Is it possible in AGS?

2)Can we make more than 8 direction like 12 direction?
#282
It's really great plugin. I want it too.
Unfortunately it doesn't work with D3D . Isn't any update for D3D compatible?
#283
Quote from: Cerno on Sat 19/12/2015 17:28:13
Do you want to zoom in on the whole scene or just the character?

Actually whole scene. With a little parallax too.
Thanks for suggestion. I still don't try dynamic sprite instead I try tween module . But it show texts before or after resize (AFAIK)
#284
Hi
Is it possible to zoom on characters as the talking during dialogues?
Or with tween module ...

Thanks

#285
Amazing. great game ;-D
Thanks a lot for source
#286
Edwin
I love your games . There is full spiritual atmospheric in all of them.
Sisyphus Reborn is one of best my favorite games.

Congratulations
#287
Quote from: Crimson Wizard on Sun 22/11/2015 14:11:51
I could maybe increase this limit, but the sprite system is made so it will require redesign to make the sprite count truly unrestricted.

How many can you increase it? Double is enough (60000) . Is it possible?
#288
Great features CW. nice job. Please change limited 30000 sprites to unlimited. It's very useful for my project and it's so emergency.I have many animations into the game. Is it possible in this version?
#289
Quote from: Retro Wolf on Fri 06/11/2015 09:34:06
So you have to pay Unity for the export modules right?

Regarding to main page you don't need to any pay. But I'm curious how is it possible when main compiler is unity.
#290
Yes I saw it before .It use Unity compiler and actually is cross platform and free complete.
Scenario Editor is very nice option in this engine.
Desire game made with it. 
#291
CW and sonneveld
Thank you for pointing that out.I'm waiting for your great news.
#292
Is any news for MAC port? Is it in WIP ?
#293
Great choice CW
I appreciate your improve AGS forever.
#294
Ok. Thanks you very much.And Sorry for bad English

#295
Sorry for stupid question : Where do I put this function? And Is it use automatically before walking or I have to write it for any walk?
I send for you problem of Ali's module now
#296
Snarky, My explain for loops and straight ahead was about Ali's module turning character.This module have a big problem for use loops that it takes long speak.I can send PM for you If you want .And it's not important for me at the moment.
Your codes works perfect .Thanks so much for it. I have stand animate character with your codes now.Or I have FINISH TO WALKING.
Now I want similar to this code for START TO WALKING.It will be help for solve to start walking too. If it's still not clear please let me know.
#297
Quote from: Snarky on Wed 16/09/2015 18:18:21
I assume the first two frames of the animation are the "start walking" bits which shouldn't repeat.

Mehrdad has asked essentially this same question several times before: http://www.adventuregamestudio.co.uk/forums/index.php?topic=51837.0

Did you try my suggestion? (Keep the start/stop animations in a separate view, which you play before the character starts walking/after it stops?) If you did, why didn't it work? If not, why are you asking again?

AGS ignore frame 0 only in per view and repeat animations as cycle and it's not enough for me because I have more than 2 frames for anticipation before walking.
That old topic was about turning animation before walking with a module by Ali.That had a main problem that used TWO LOOPS for Down to Up for example while I want ONE LOOP for turning and go straight a head.
Snarky, I read your suggestion before.unfortunately I didn't understand exactly what is your mean. Did you mean is Lock../Animate../Unlock.. for a separate view? if it's right , how can I write it for stop player in any direction?

Anyway I skip question 2 , As Question 1 is more important for me at the moment.
Thanks a lot guys
#298
I tried  "player.LockView() first, then .Animate(), then .UnlockView()" and had same problem.
I'll try your suggestion although I'm not professional in coding.
Thanks
#299
Great!!
Thanks so much Khris

Edit : Sorry I find a problem . i write this two code :
Code: ags

 if (cEgo.View == VIEW1 && cEgo.Loop == 2) cEgo.Animate(8, 0, eOnce, eNoBlock);// for Right
 if (cEgo.View == VIEW1 && cEgo.Loop == 0) cEgo.Animate(9, 0, eOnce, eNoBlock);// for Downn

After play line one , If I click down of player It didn't show down walking.And play same stop walking for right with reverse play!!!.Where is my wrong?
#300
Thanks a lot Khris . I put this code into the condition.
Code: ags
    if((VIEW1==true)&&(cEgo.Loop==2)){cEgo.Animate(8, 0, eOnce, eNoBlock, eForwards); // 8 is animate stop loop for Right

And it's seems works fine. Is that your mean? or there is another way... 
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