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Topics - Monsieur OUXX

#381
Hello,

I've read that it's not possible to call a function defined in the global script from a module.
I also tried to call a function written in a module from another module, but didn't succeed.

So, as far as I know (I didn't find a solution from the script manual), it's not possible to write "callback" functions.

My goal is to extend the events built-in system with my own messages (generated by modules) caught by functions in the global script - it would be simple function calls from the modules.


Does anyone see any way to :
- either solve the precise problem I described
- or reach my general goal ?

[EDIT]I'm sorry, I noticed too late that one CAN control modules dependencies by ordering them properly in the "modules manager". Lower modules may call functions from upper modules[/EDIT]
#382
I don't know if the script parser and "compiler" used by AGS are built-in or if they're based on the work of an independent team, but it could be cool :
- to get rid of its technical limitations
- to get rid of its syntax strangenesses (whether by upgrading it (time-consuming) or by using an existing game-oriented script, like LUA).

What I mean by "technical limitations" is, for example, the fact that one can use neither pointers /references to objects, nor have arrays of objects inside another object.

By "syntax strangenesses" i mean "define objects methods outisde the objects" (C++ style), but it's not THAT important, the syntax is well defined.
#383
EDIT : solution found

Quote
Hi,

I have to make a FadeOut/FadeIn at one particular moment in the game
(not while CHANGING room, but while the player IS in the room).
Between the fadeout and the fadein, I make some objects disappear.

I've tried the code below, but it doesn't work, because of the order of execution of the instructions (virtually all executed at the same time, am i wrong?) : the fadeout/fadein first happens, and THEN the objects disappear !
Code: ags

FadeOut(10);
object[2].visible = false;
FadeIn(10);


Anyway, I've seen in this thread ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26527.0 ) that this code, based on the same principle, should work :
Code: ags

FadeOut (10);
SetBackgroundFrame(0);
FadeIn (10);


So how does it come?

I've read that most of the times, the Fade problems are solved by placing the appropriate code in the "player enters room" events, because it explicitely happens BEFORE or AFTER the fade.
But while the player IS in the room, there is no such event handling.

I've thought of using a special "black" room, where I could send the player when it's all black, and then send him back to the original room and take advantage of the "before fade in" event, but it's dirty dirty dirty...

Any idea?


All the actions have to be placed in the same script (for example, don't put "FadeOout" in a "Run Script" action, then "Remove objects" actions, then another "run script" action containing "FadeIn".

And, most important, within the script, you have to put a "Wait" after any critical action. In this case this would be AFTER objects disappear and BEFOR FadeIn.

Here is the final code :
Code: ags

FadeOut(15);


object[2].Visible = true;
object[3].Visible = true;

Wait(10);
FadeIn(15);  


I'm not sure but I think that "Wait" forces the game to let a few ticks pass, and is "blocking", so instructions placed after will be logically executed at another tick than the previous ones (actions executed during the same tick are executed in a random order, aren't they?).
Consequently, they will be executed after the previous ones in time.
#384
Hello,

I've created a character with no diagonals, and with "characters turn to face direction" and " characters turn before walking" enabled.

Unfortunately, When my character looks/speeches/interacts with an object/hotspot, it doesn't face the object/hotspot.

I'm wondering what I did wrong. I've been looking in the forum for some common beginner's mistake, but I haven't found anything.

I was wondering how the relative facings are evaluated by the engine. Because my sprite's width is a bit big, maybe there's a "conflict" between object's position and character's position?
#385
AGS Games in Production / Dune : ghola
Mon 11/12/2006 12:52:22
Hi everyone.
Starting a new thread to notify you of a new AGS game :

Title : "Dune : Ghola - life and death of Leto Atreides II"
Technics : 640*480, 16bits, music but probably non-talkie, no lip-sync.

Plot (to understand the story better you should read the book "God-Emperor of dune" or visit the wikipedia page : http://en.wikipedia.org/wiki/God_emperor_of_dune )

You are Duncan Idaho, once the mighty servant of House Atreides, now a Ghola created for a mysterious purpose that only the God Emperor (the Sandworm with a human face) knows.
Will you be able to break out from your poor condition and rule your destiny?

Advancement
This is NOT a lame annoucement by a beginner who thinks that one only has to draw nice backgrounds to make a great game.  ;)

I already almost finished a demo room with all puzzles. Most important (becuase it is sooo long to perform), I fully drew the animations of the main character. though they need enhancement, they are acceptable and original.

Old screenshot :
Here, you can have an idea of what the game should look like :



#386
Hello,

I made a room, defined the "edges" and drew a walkable area.

The character can walk anywhere on the walk-area except for an horizontal part, at the bottom. This means nothing happens when i click somewhere in that horizontal area.
But he can walk in the rest of the walkable area, above of that mysterious area, and also at the extreme bottom of it.

It is as if the walkable area was divided in three horizontal areas : the upper zone is "clickable", the bottom zone is not clickable, and the extreme bottom zone(very thin, close to the border of the screen) is clickable again.

I wonder why there is such a "blackout" in the middle of my walkable area???


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