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Messages - Mihailo

#1
Thank you Khris :)

Until I come up with another question!
#2
A follow up question, while we're on the go :)

How do you check if the bullet has hit the object/character/another sprite if using this approach? (drawingsurface)

Thanks!
#3
Thanks Khris, that makes perfect sense, you're the man! :)

ps. Kyodai, your comment was funny, I always enjoy a good laugh - like this ha ha ha!

#4
Quote from: Khris on Sun 01/04/2012 21:54:23
In other words, keep a database of bullets, and in repeatedly_execute, restore the background, then draw them on top.

Thanks for the reply Khris, but look at this:

If I grab the background in rep_exec function, it will have previous bullets position and the trajectory will look like a line.

If I grab it outside the function - put

DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
DrawingSurface *backup = surface.CreateCopy();

outside the rep_exec function), the script won't let me use variable (in this case 'surface and backup') within the rep_exec function (to redraw the background), cause it's been defined outside, and they cannot be declared as global variables...

Eh?

#5
Hello guys,

it's a newbie question, sorry,

I've been reading the forum on animating things (bullets, missiles etc...).

I know how to use bullet as a character/object.

I've read that the best method to use is DrawingSurface commands.

I've been playing with it, dynamic sprites too, but cannot understand how to make a bullet fly across the screen.

I can draw it on the screen, but how to make it move? How to erase it, and put it on next location??

I can make a backup of the background, redraw it, move the bullet, and then do that again and again, but that way seems a bit stupid.

I mean, how to make characters move at the same time? And what if there's multiple bullets at the same time?

One more thing bugs me -

If I draw a bullet, then Wait for a while (for it to be visible) and then redraw the backup of the background, wait function blocks the script, so nothing can move at that moment. Should I use Timers here? How do I go about this if there's many bullets on the screen???

Thanks for the help :)
#6
Thanks Nicky, you're very Nyce :D but it wasn't exactly what I was looking for...

This is - http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43449.0
#7
Thanks a million Laukku dude, this is EXACTLY what I was looking for! :D
#8
Hello guys,

Excuse the stupidity of the question, but dunno where to turn.

I'm getting frustrated, read bunch of tutorials, tried it on my own, but cannot even start doing this:

Here's what I want - simple game like Leisure Suit Larry 1 or Trilby's Notes, where the character would be moved by cursor keys (arrows), and you'd have to type in what to do. I don't want mouse to have anything to do with it.

If I start AGS with the 'default game' I can make something from tutorials, room and stuff that's ok, but I don't wanna have the mouse on the screen and the GUI on the top.

If I start with the blank game, cannot even make a character move around the blank screen, cause bunch of things are missing.

Can someone please point me to the direction of some tutorial which would explain me how to start from blank room, or at least how to disable mouse and GUI on the top of the 'default game'.

I'm not so dumb as it sounds, used comp all of my life, did some programming too, but this thing is quite complicated and I'm getting nervous after couple of days trying and failing.

Thanx, Miky...

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