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Messages - Olleh19

#161
Quote from: WHAM on Thu 01/10/2020 22:22:13


Toying around with a possible concept. Been a long time I've done a MAGS, so it would be nice to make something for a change.

I love those, then in dark places have their eyes lit up with bright reds or pink/purple, that would be awesome!
#162
That's how i've deicided to understand the rules too! However i did add some verbs now, so i guess techically i cheated, but no art was changed, everything like that was kept. To my defense i did add these features before the deadline but forgot to hit the save button it seems.DOH! (roll)

However i'm not "in the contest" as from what i can see on that poll right now, i hope that changes since the game was playable last night i just wished my firefox wuold have let me upload but it was not working properly. Really weird glitch where i couldnt paste in the URL for googledrive, now i'm using mediafire tho.
#163
Spoiler
Quote from: Edmundito on Thu 01/10/2020 03:40:28
:cry:

Super sad news. I lost a family member to cancer as well and I know how tough it is. When I was more regular in the forum, I found ProgZMax to be one of the most inspiring artists and with his work on the Wadjet Eye Games I think of him as one of the contributors to the success of AGS as an indie gamedev tool. RIP.

Back in 2005, I very briefly worked with him for sprites for a game that was never made, I wanted to share his work from back then as a little memory:

[close]

Amazing sprite work! Very inspiring indeed.
#164
Quote from: morganw on Thu 01/10/2020 15:24:18
Quote from: Olleh19 on Thu 01/10/2020 13:36:55
https://www.adventuregamestudio.co.uk/site/games/game/2476-max-fury
Did you add a download link for it? At the moment I think the download button just shows an empty area with no links.

*busted* check again. I found a MAJOR crash bugg i had to fix it, i know it's probably against the rules, and i'm ok with that. I had a lot of fun!!

Btw, if i've known this PROPS to AGS Community's file uploading feature. It's so great that you can go in and edit the linkagain without having to re-type all information, etc.
Once you've found new bugs that you've missed!

Edit again: About my little game there are four achievements that can be made! Please let me know how you do guys and girls!  (laugh)


#165
Maybe i should enter this contest so i can finish a game that looks like intended..Hmm.Sounds interesting, i may actually!
#167
I will not withdraw i just need confirmation that i can upload the game like in 15 minutes or something, just adding ending screens... (laugh) I didn't touch a single thing other then that, i respect the rules. I have no more time to work on the game for this contest. It is what it is, and the animations failed me. (laugh)

:Edit: Well this sucks, i can't upload the game to the AGS games feature.  Is firefox as a browser a known "bugger"? I guess i have to try another..
#168
I am working, however my sideview animation is not complete. Fuck it, You have to run around with front view only! Can i re-upload later once i fixed it? I hope so...Cause it will probably take some days, animation is hard!!! I overestimated my animation abilities completely..
#169
Quote from: Slasher on Wed 30/09/2020 17:48:27
Quote from: Olleh19 on Wed 30/09/2020 17:33:44
I'm working so hard here, damn it! It will be so short tho the game, but i still hope it will be enjoyable. (laugh)
You can do it..... go for it.....  (nod)

It is my first attempt at finishing A GAME so it's very important to me! Even tho i will not be 100% satistifed that is for sure. So many issues, but at least the puzzle can be solved! 23:59 tonight probably  (laugh)
#170
I'm working so hard here, damn it! It will be so short tho the game, but i still hope it will be enjoyable. (laugh)
#171
Quote from: Khris on Mon 28/09/2020 08:44:24
Ok, so you want the default action for a character to be "Pick Up", added >p to their in-game name but it doesn't work? The default action is still "Talk To"?

It works fine for me. The Description the manual is referring to is called "RealName" in the editor.

OMG! It worked! I can't believe it didn't before when i've tried?! So i ended up trying several things in code inside. Thanks as always Kris!!
#172
Well, i guess the title is a little misleading. The Manual documentation does not explain to my basic knowledge how to do that, only objects, you type in the description >p for pickup, etc. But Character has no Description so i am guessing it is possible to do within code "any click on character". So i have a character but he is acting more like an object that you eventually pickup.

Everything worked fine, until i ran into this issues where i don't want to frustrate myself when looking for bugs (or the player when he or she is playing the part).

Is it possible? I've tried the "Verbs.Removeextension (eGATalkto") but i'm not sure how the Syntax works, it's doing nothing! If it's even meant to do that! I hope.

#173
Hey guys, i might enter this. But when does it end? I'm a little stressed out here  (laugh) 30th September?
#174
Quote from: eri0o on Tue 15/09/2020 00:11:18
Hey Olleh19, I still need to figure out Flugerdufel problem. I use this module in my game, like my main use case is myself, which means if the problem doesn't affect me I tend to postpone solving - most from simply lack of time.

So you need to set the target character, basically the variable player points to a character, say cBob, when you assign player as target character, Rellax.TargetCharacter = player, you are actually assigning Rellax.TargetCharacter = cBob. Let's say now you change the player to cAlice, cAlice.SetAsPlayer(), NOW the player pointer will point to cAlice. But you have previously assigned the TargetCharacter as cBob. So you need to actually do something like this when changing player character:

Code: ags
cAlice.SetAsPlayer();
Rellax.TargetCharacter = player;


About parallax scrolling being stuttery it will depend on many things so I can't comment. I recommending using SetGameSpeed(60). Basically the parallax is an illusion and the math is made simple, the object posx/posy (X position, Y position) is increased/decreased (divided by 100, this way I mentally think in percentages) an additional amount when the camera scrolls. The code is simple enough to be posted below, I find it easy to follow. The pxo are the room objects, the variable naming is stolen from Ali's module.

Code: ags
void doObjectParallax(){
  int camx = _final_cam_x;
  int camy = _final_cam_y;

  for(int i=0; i<_pxo_count; i++){
    float parallax_x = IntToFloat(_pxo[i].GetProperty("PxPos"))/100.0;
    float parallax_y = IntToFloat(_pxo[i].GetProperty("PyPos"))/100.0;

    _pxo[i].X=_pxoOriginX[i]+FloatToInt(IntToFloat(camx)*parallax_x);
    _pxo[i].Y=_pxoOriginY[i]+FloatToInt(IntToFloat(camy)*parallax_y);
  }
}


So you set the room objects custom properties, and then you basically only use Rellax.EnableParallax = true on Room Load and you are done.

Thanks for your reply! I've used setplayer a lot of course, can't believe i didn't try that one! (doh!!). (laugh)
I'll play around with gamespeed aswell, thanks and once again keep working on it. I think it could be really cool if in the future it was inside the thumbleweed template. Since it's missing the parall feature.  :)

Edit: Rellax was it, now i'm making it look way better turns out all i needed was CameraLookaheadX and a minus value!

#175
Quote from: ndekaise on Mon 14/09/2020 10:54:54
Quote from: Olleh19 on Mon 14/09/2020 10:17:43
Go into your gui's in the interface and click the elipse button and choose "on click", in there type

And I think you didn't understand exactly my original question, I don't need to hide a GUI on a mouse click.
I need to hide a standard message window (displayed by the "DisplayAt()" function) after x seconds, and not wait for the user to click. :)

No, wait there is a function where you should be able to set the length for how long a message is showed on screen.

Edit: Found it. Game.MinimumTextDisplayTimeMs = write whataver numbers;

Edit again: Maybe you could just try Wait(3);

???

#176
Go into your gui's in the interface and click the elipse button and choose "on click", in there type

gGui.Visible = false;

Change gGui to the name of the window you have.
#177
Hey eri0o!

Just tried it in my upcoming game, and some issues occured.. And here is what happens if you try to use this module in a game sorta like Day of the Tentacle or Thimbleweed Park where you have different playable characters. The Parallax does not seem to recognise the character change, so the parallax effect gets stuck. Maybe it's just me, that don't understand how to do it, but just maybe you could do some kind of check for what player character is active, so the parallax follows that specific player.

Obviously since i've played Thimbleweed Park lately i was excited to try parallax scrolling, however when running in the Thumbleweed Template, the player gets transported back in the picture when running to the sides, so it looks funny. (laugh). Also the Parallax scrolling is stuttery looking, maybe that could be solved if i understood how to change the speed of the parallax, i'm not sure (Not using any objects, just followed the intro post's posy, posx in properties).

Btw, is there a manual of it somewhere? The syntax you wrote in the intro post, i just don't get how to use those in the scripts, it's way over my head, so examples would be great. I've tried several ways that i thought might would work, but to no success. However i did follow the instructions

Thanks, and i hope you deicide to keep working on this, tho it is a really cool feature for usage in AGS games  :)

#178
Quote from: Khris on Wed 09/09/2020 09:39:45
You need to move the Tween module further up the Script tree, so it is above your Animations script. Right click either one and select "Move up/down".

Thank you ever so much Khris!! AGS forums MVP, no doubt about it!    :)
#179
Quote from: Khris on Wed 09/09/2020 08:48:59
Just use  object[0].Tween...


Not working gives an error Animations.asc(18): Error (line 18): '.TweenFadeOut' is not a public member of 'Object'. Are you sure you spelt it correctly (remember, capital letters are important)?

It was actually the first thing i tried before. I'm guessing i need to define oRub someway in the globalscript then?

Code: ags
{

object[0].SetView(43, 0);
object[0].Animate(1, 0, eRepeat, eNoBlock);
object[0].TweenFadeOut(1.0);

}
#180
Quote from: Khris on Wed 09/09/2020 08:22:28
Can you tell us what the issue was, so this thread might help others in the future?

Edited, now can you tell me how i define a object in script so Tween recognise it? Trying to create a custom function out of it. But Tween is not letting me do that.

Code: ags
function Rub() //Effects, Ambient Animation
{

object[0].SetView(43, 0);
object[0].Animate(1, 0, eRepeat, eNoBlock);
oRub.TweenFadeOut(1.0); //this does not recognise oRub, cause it's not global i suppose.

}
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