Edit: SOLVED!
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Show posts MenuoRub.TweenFadeOut(0.8, eTweenSeconds, 20);
cGhost.Walk(140, 545, eBlock, eAnywhere);
object[0].SetView(43, 0);
object[0].Animate(1, 0, eRepeat, eNoBlock); //The ENoBlock here made the difference. Without it the TweenFadeout Waits for the full animation to finish.
oRub.TweenFadeOut(1.0);
Quote from: Ali on Wed 13/05/2020 13:15:47
The walkbehind allows you to draw over an area of the background and set a baseline. Sprites will appear either in front of or behind that area depending on their Y position in relation to the baseline. That area can be whatever shape you draw.
Objects, like characters are sprites with their own baseline (the bottom of the sprite, by default). You can't draw walkbehinds on sprites. So as long as the baseline of the desk object or desk walkbehind is below the character sprite, we shouldn't see their legs.when they're behind it.
If you want a sprite that is partly in front of and partly behind the same object, or walkbehind - that's more of a challenge. There are a few solutions, discussed recently in this thread: https://www.adventuregamestudio.co.uk/forums/index.php?topic=57953.0
Quote from: Snarky on Wed 13/05/2020 10:09:10
Yeah, walkbehinds apply to all characters, objects, etc. If you place an object on the background, and then draw a walkbehind (with a lower baseline), the walkbehind will "hide" the object. You should only draw a walkbehind when you want some part of the background to "go in front" of the interactive elements in the room.
Quote from: Ali on Wed 13/05/2020 10:01:35Quote from: Olleh19 on Wed 13/05/2020 02:33:35
So i thought, maybe i can use the desk exactly like i've done with "normal" walkbehinds for bakgrounds?. In otherwords i draw only the parts of the desk that is "hiding" the animation from showing up? Well to my surprise AGS bugs out completely. I'm sorry if it's not considered a bug, but if a object get's almost invisible in the actual game you see random parts of it, even tho you have drawn the walkbehind for it. I consider that a bug or it should say something "you can't do a walkbehind draw for an object", or something like that.
I might be misreading this, but AGS makes objects disappear when you draw walkbehinds, so I think it's pretty clear that walkbehinds only apply to the background.
Quote from: Khris on Wed 13/05/2020 08:47:42
Why a walkbehind if the desk is already on object? Why isn't there a hole in the walkable area where the desk is so the character can't walk through it?
As far as I can tell, all you need is a desk object with its baseline set, that will take care of the character being obscured by it. Next, when the character has sat down, position them below the baseline so their visible upper body is drawn on top of the desk. That way the character can do stuff on the desktop.
function gPort_OnClick(GUI *theGui, MouseButton button)
{
if(gPort.Transparency==70 && gHoi.Transparency==0)
{
gHoi.Transparency=70;
gPort.Transparency=0;
cPort.SetAsPlayer();
}
Quote from: TheManInBoots on Thu 05/03/2020 21:43:29
Also the reason Khris that I wasn't immediately ready to post a clean script was the way you asked me.
You said, the only way you gonna help me is if I do this particular thing.
It felt more like trying to mâle me do things rater than an intention to help me.
You know, after the game stopped working, I spent several just trying to fix the problem.
You think I wouldn't take 5 minutes to clean the script?
You could've also said, that you'd be glad to help, but it would be easier for everyone to find a solution if the script was cleaner.
Instead of putting pressure on me.
So, I just so you know.
Quote from: Matti on Thu 20/02/2020 00:39:12
You have an animation with 270+ sprites?Quote from: Olleh19 on Wed 19/02/2020 21:03:52
it's kinda handy to avoid having to scroll down in the window and hold shift/mouse clicking
You don't need to hold down the shift key or mouse button. Just select the first sprite, then select the last sprite while pressing shift.
Quote from: Cassiebsg on Sat 29/02/2020 13:34:08
When you write commands inside the dialog script, you need to INDENT then with at least a space.
So try this instead:Code: ags @2// Dialog script file @S // Dialog startup entry point cEgo: Hi, who are you? Olleh: I'm a n00b AGS man. Trying to do my animations here. cEgo: Okay, we at the AGS forum love to help such idiots as you! :D player.AddInventory(iCupforn00bquestionsofthecentury); // Indent this as well cNPC.Animation(); // Now that this is INDENT it should work. AND this should come before the stop, or it won't ever be called! Stop
@2// Dialog script file
@S // Dialog startup entry point
cEgo: Hi, who are you?
Olleh: I'm a n00b AGS man. Trying to do my animations here.
cEgo: Okay, we at the AGS forum love to help such idiots as you! :D
player.AddInventory(iCupforn00bquestionsofthecentury);
Stop
cNPC.Animation(); //?! doesn't work, a custom function i've made
Quote from: Crimson Wizard on Fri 28/02/2020 19:58:12
Wait, so, there is a error in the editor, that causes function to not be found by clicking on "..." if the script is too long?
Quote from: Cassiebsg on Thu 27/02/2020 21:49:58
Funny, I have meet this problem before, but I solved it by creating a new ellipse name, and then copy pasting the code into it (either the code that was on the old function or vice versa). I have never exported or re-imported a GUI to solve this. I also assumed that something must have become corrupt or I introduced a character somewhere that messed it up. Of course, I always solve problems by trial & error... but exporting/importing a GUI have never even occurred to me.
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