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Messages - Mouth for war

#1301
Ok! i save my walkbehinds as a 256 color bitmap in mspaint...and i only use black and grey colors. when i try to import them AGS still says there are invalid colors etc. What is the problem? should i save them in another program or?
#1302
Hey that´s a nice improvement :D i'll stick with that one. thanks a lot
#1303
yes that´s very true...i just need to know if the armmovement is good enough?...i'll get to work with the other stuff later on
#1304
Ok this is what i came up with...i just can't get it better...frame 4 is the one i'm having most trouble with...can someone pleeeease help me with this one? I'm going crazy here :) paintovers are more than welcome

#1305
Thanks for your replies. The reason why some things has black outlines is becuase i took them from one of my older gameproject that never became anything...and after adding them to my new project i just forgot about the outlines...gonna fix that. As for the perspective, I don't see that much of a problem but your advice will help me in future bg's I think...I'm really glad you seem to like it overall though, gives me a little more strength to carry on this oneman project :D
#1306
Here's my idea of the bad witch/troll thingie for my game...i also included a few screenshots. what do you think? :)






#1307
Ah yeah i tried that before and didn't get it to work...probably missed something. works now. Thanks for the quick reply :)
#1308
ok this is in the globalscript and no problems here, but AFTER all that scripting i want to be able to use other stuff on the character...on the next screen for example he gets a shovel and if i use that on Ego i want him to say something like "No i can't use that on myself" what should i script? the else if doesn't seem to work...and i'm new to scripting so a little help would be very nice hehe....so...I need help to be able to add more stuff that can be used on my character :)


function cEgo_UseInv()
{
if(player.ActiveInventory == ibook){
  cEgo.LockView(4);
cEgo.Animate(3, 1, 0, eBlock, eForwards);
cEgo.UnlockView();
  cEgo.FaceLocation(cEgo.x -10, cEgo.y);
  Display("Let's see what we have here");
  cEgo.LockView(4);
cEgo.Animate(3, 1, 0, eBlock, eForwards);
cEgo.UnlockView();
cEgo.FaceLocation(cEgo.x -10, cEgo.y);
  Display ("Hmm...I recognise Grampa's handwriting. He actually managed to translate this");
   cEgo.LockView(4);
cEgo.Animate(3, 1, 0, eBlock, eForwards);
cEgo.UnlockView();
cEgo.FaceLocation(cEgo.x, cEgo.y +10);
  Display ("This spell opens a gate to another world. I've never spoken these words out loud");
  Display ("Who knows what might happen? Whoever's reading this...Be extremely careful");
   cEgo.LockView(4);
cEgo.Animate(3, 1, 0, eBlock, eForwards);
cEgo.UnlockView();
cEgo.FaceLocation(cEgo.x, cEgo.y +10);
  Display ("Ah get real gramps...don't say you actually believed in this?");
  cEgo.Walk(282, 401, eBlock);
  cEgo.FaceLocation(cEgo.x, cEgo.y +10);
  Display ("Here goes nothing");
  Display ("in circulus vitiosus,  abiit, excessit, evasit, erupit");
cEgo.Transparency = 100;
object[3].Visible = true;
PlaySound (4);
object[3].SetView(5, 3);
object[3].Animate(3, 1);
object[3].Visible = false;
Wait (40);
cEgo.LoseInventory(ibook);
cEgo.LoseInventory(iKey);
player.ChangeRoom(2, 200, 580);
}
#1309
So here she is, my cow hehe. What do you think about it? it's a work in progress...having the tail move is quite obvious and maybe a belt or something around the cow so the wagon looks more attached to it.





And here´s a quick update :)

#1310
ah missed that...thanks :D works now
#1311
function room_RepExec()
{
if (!done && object[0].Frame==10) {
    PlaySound (3);
    object[0].Visible = false;
    cEgo.Transparency = 0;
    done = true;
  }

Error line 13 "undefined symbol done" I'm quite new to this scripting stuff as you can tell :)
#1312
function room_AfterFadeIn()
{
Wait (50);
object[0].Visible = true;
object[0].SetView(5, 4);
object[0].Animate(4, 2, 1, eNoBlock);
if (object[0].Frame==10) {           
PlaySound (3);}
object[0].Visible = false;
cEgo.Transparency = 0;
}

Now the animation don't even play :( just skips to everything after that
#1313
This is what it says now...it's another thing...i want it to play a sound instead when the animation plays frame 10 but it doesn't work

// room script file
function room_AfterFadeIn()
{
Wait (50);
object[0].Visible = true;
object[0].SetView(5, 3);
object[0].Animate(3, 0, 1,  eNoBlock);
if (object[0].Frame!==10) {            (Parse error in expr near object)
PlaySound (3);}
object[0].Visible = false;
cEgo.Transparency = 0;
}
#1314
i tried to type frame = 3 too but nothing happens until the animation is finished...and i want it to happen on frame 3 as i said
#1315
Ok! Here's my problem...when my character reads a spell in a book an object starts animating...no problems there...but when that smokeanimation reaches frame 3 i want the character to disappear. I looked through the forum but couldn't find an appropriate answer. This doesn't quite work
Here's when the animation starts...could someone please help? :)

object[3].Visible = true;
object[3].SetView(5, 3);
object[3].Animate(3, 2);
if (object[3].Frame!=2) {
"Character disapperars"
#1316
Here's a slightly updated version...hope it's better :)

#1317
Trting to make a digging animation for my character...I'm not satisfied with this one...any suggestions? i know that the shovel needs work...i'm talking about the animation in general...something i should change?


#1318
i know but that´s not the issue...i need help with the arms only right now :)
#1319
Here´s the latest addition. Oh these arms, they are driving me crazy hehe. I´m desperate here ;)




#1320
Here´s a version of my little guy walking. I´m not really satisfied with the arms...if someone could correct them for me i´d be most grateful :D



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