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Messages - Miori

#21
Hi!

I wanna make a kind of japanese-learning-game. But this is hard to do without writing in japanese letters. I just tried to import fonts that include japanese letters in it, but it did not work. It was just showing ???. So my question is: Is it possible to write japanese letters (Hiragana, Katakana as well as Kanji) somehow? :o Tasukete kudasai ^_^
#22
I tried it out. It works, that the action just runs after the mouse is released, but changing the mode seems not to work. =O
#23
Well I tried to solve it with a timer, really nooby I guess XD. The main problem is, that I don't have a clue how to tell ags "when release mouse".

Code: AGS

if (mouse.IsButtonDown(eMouseLeft)) 
  {	SetTimer(20, 80);
if (IsTimerExpired(20)){
mouse.Mode = eModeInteract;
} else{	
	mouse.Mode = eModeLookat;			
}	
} else {
	ProcessClick(mouse.x,mouse.y, mouse.Mode);	
}
#24
Hello =)

I have a problem I hope you can help me with. Its about mouse control. Normally I use left click for looking at objects and right click for interacting. Now I want to add an option to change control to touchscreen controls, because a touchscreen doesn't have right or left click, just... click XD So I thought about a solution and found one but... I already tried for some time but didn't make it to work.

So here's the problem: The player should click normally for looking at an object. If he holds the click for around 2 or 3 seconds and releases then he should be interacting with it... but somehow it doesn't want to work =/
#25
Thanks too ^_^

Even if I needed a while until I found out how this on_event stuff works XD
#26
Yeah, saw it some minutes after I posted and could not find a button to delete my thread XD Sorry for that :undecided:
#27
Hello!

I have a little problem with my savegames. When the user hits the save button the save-gui disappears, waits 10 frames and then saves the game. After saving the game a gui appears that says the player, that the game has been saved. The problem is now, after loading the game the "game has been saved"-gui is still visible O.o I thought maybe a wait between saving and showing the gui would solve the problem, but it doesnt.

This is the script:

Code: AGS

gSpeichern.Visible = false;
gSpeichernAbfra.Visible = false; // Savegame GUIs deactivated after pressing save button
lMeldung.Text = "Spielstand wurde gespeichert."; // Lable with text: Game has been saved
if(txtSpeichern.Text == ""){ // If Textbox where the Player can type a name of the savegame is empty, write "unnamed"

	txtSpeichern.Text = "unbenannt";
}

Wait(10);

SaveGameSlot(SaveSlot, txtSpeichern.Text);  // Save to selected slot with the typed name
Wait(10);
gMeldung.Visible = true; // Show the GUI with the label "Game has been saved" inside it 


gMeldung disappears if you click on it.

Does anybody know what I can do so the gMeldung GUI is not shown, after the game has been restored? O.o
#28
Ah, I think I understand it better now, even if not completely. I'm happy its working now, also that could make it faster. No slow-motion flying ball anymore  ;D

But could I bother you with another question? How can I make the function stop? I mean, you see the hill on my screenshot. A variable has to be true, when the shot begins. I made a collidingwithobject function, that makes this variable false, to stop it and do other things. It works, but not until the ball reached the target.

With other words: Can I abort the while-process, before it reaches the target?
#29
Now it works, thank you very much. And I programm my games in the same way, I'm a bit sloppy too.  :P

I understand how it works a bit, but not completely. It says it should calculate y while its moving to the targeted x. But I don't really know, how you calculate the y in the formula

return max_height - (x-target_dist/2)*(x-target_dist/2)*max_height/(target_dist/2)/(target_dist/2);

I don't know what that all means, and why the ball flies slower, when it's higher.

And is it possible to change the speed of the ball, it's flying very slow.
#30
Quote from: Snarky on Wed 18/05/2011 07:14:15
Well, the code I showed will work well for the simplest case, but if you want sloped ground and bouncing and rolling balls and stuff like that, I think you're better off with Khris's suggestion. It will be a fair bit more difficult, though (particularly rolling, which is going to take a whole other chunk of programming). If you're not confident in your programming and math skills, I'd suggest scaling back your ambitions slightly.

To be honest I would be really happy if it just would fly like it should. I added your change. Now the ball moves on x-scale yay  ;D but not on y-scale anymore  :o It doesn't wanna do both  :P

#31
Yeah it should bounce and roll after it landed somewhere  :) but for now it is even not flying, so not able to land somewhere  ;D
#32
Thanks for the answers  :).

@ Snarky
I tried your script, but maybe I am to stupid to implement it XD. The ball just flies high, and falls down again. But it doesnt move on the x-scale. When I try to just + the cBall.x while its under the distance, it doesnt work anymore.


The Golf Scenes of the game will just be simple sideview. Here is a screenshot:



Uploaded with ImageShack.us

Don't wonder about the simple graphics, it's just for testing. It works following:

1. Mouseclick
Make the black bar move on the grey one, to the max and back.

2. Mouseclick
Marks the sport hitted on the bar and shows the distance in the upper label in yards and the bottom label in pixel.

3. Mouseclick
Stop the bar moving and hit the ball. If you hit the white bar, it adds distance.

If you don't click after the first Click the black bar will move to the beginning and you can try again.

The distance will also be caused on which racket you choose, wind, equip and character stats.

#33
I try to program a golf game and everything works fine until now. But the way the ball flies looks really... straight. I just used the walk function, with a waypoint. The ball is player character, so the screen is following it automaticaly. How far the ball flies is calculated with a hitbar. So there is a variable that says where the ball should land. It should fly with a curve. But I don't know how to do that. Could anybody help me? I'm using 3.2.1 Version of AGS.

Thanks for every helpful answer  :)
#34
@ Ishmael

Yes, we use soundeffects, but they are not many and they are only 1.9 MB.
Our Game "Steuk" has a resolution of 640x480.

What do you mean with compressing the exe. Do you mean the sprite compression? We tried this but the size doesn't go down.

@ Creater

To split the file wouldn't help i think, if i split the 256 MB exe into 3 parts, so they are together still 256 MB. Besides it doesn't work correctly, i tried to split it to 100 MB pieces, but one piece is 256 MB and the second one is 6 MB, so it is larger than before.

I have an assumption, why it is so big. I had an animation of 800 Pictures. I imported it into game. Later i deleted the pictures and took only 200 Pictures. Could it be that the deleted pictures are still registrated in the game? I know some programms which do so and keep the big file size too. (for example Macromedia Flash Prof. 8 )
#35
My Music.vox is just 6.1 MB. The .exe File is 256 MB. The Video Files are 47.6 MB. I think the most graphics i imported have 16 bit color depth.

The problem is the .exe file, it's very large. Now i activated the "compress the sprite files" option, but it doesn't change anything. :(


#36
Newly i wondered about the size of my compiled game. It is about 300 MB. Is it normal that it is so big?

I have 1278 Sprite Files, 63 Sprite Folders, 53 Views, 54 GUIs, 4 Inventory Items and 7 Charakters.

The game is still in the beginning and im afraid it will be to large. Could you give me a tip what i can do that it doesn't get such big?

Thank you
#37
@GuyAwesome

It's for the calculation of the Experience for my Fighting System.


@ Akatosh

I really didn't think about a while-loop and i don't know how to make a recursive function, but hey ^^ it is the first game i programm by myself. Further i just used RPG Maker and u can't really call that programming  ;D. All modules are preprogrammed there.



now i put it into RepExec of the Room after the fight. Now it works :D
thank you for your help :)
#38
Hello!

I have a condition and if it is done it should go back to the point where the condition beginns until it isn't true anymore. How can i do this?

Please don't tell me i should put it into "room_RepExec" it is already there, but if the condition is not true the character leaves the room, so it doesn't ask after the condition again.

#39
i found it i found it  ;D

one of my buttons in a gui was named körper XD i have to watch out a bit more for such mistakes  :o

thank you very much  ;D
#40
Please help me, this failure suddenly appeared and i can't find a mistake in the game  :(

I searched wether there is an ö in the scripts i changed since last game export, but could not find one.
What can i do?
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