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Messages - Olleh19

#221
Is it in AGS but by another name perhaps? I have been following some C tutorials as per recommendation by one of the ags forum members whose exact username i cannot remember right now (laugh)
however the tutorials always comeback to using Scanf and/or printf. As for printf typing display("");, seems to work, but i don't know what to do for scanf.
(roll)

#222
Critics' Lounge / Re: Trying some pixel art
Sat 19/10/2019 01:09:45
I'm not sure i would consider this "pixelart". First of to be considered pixelart, the pixels has to be seen clearly. That can only be done by saving this image and zooming in, as for now. Since there is a lot of brush/anti-aliased strokes in the art itself, the character is aliased completely, the green grass is aliased, tree bushes etc. Try to do the same shadows with dithered colouring (checkerboard pattern forexample) instead and use the brush tool only in photoshop (if that's what you are using). Aside from that, it's a good piece of art for what it is. It's not bad, it's good  :) Maybe i'm a bit anal about this (laugh). Keep it up!
#223
Edit: Solved it! :-D The Gui is bugged after the conversion for unknown reason.

I just created my own and assigned the buttons as in the original thread with the code: ComboLock.Press("1"); or 1,2,3,4 for whatever button you have.
So for another beginner, just download the scripts(import them) don't bother converting the Gui it's just created inside of ags anyway, and create your own buttons and asign, unless someone answers how to "activate" the old gui that did not want to asign anything.


Original post:

I'm using AGS 3.4.1 in case it means anything.
Looked in the thread for the original module, followed the instructions (converting the gui file to "modern ags standard" format so i could use it in ags 3.4.1, and also followed the instructions in the readme "to my little knowledge").

Gui Scripting is outdated on the webpage too  :~(

Here's the code that i pretty much copy pasted from the readme a part from adding the obvious lines before it,  i need additional code to get each button to trigger a number, since at the moment it's not doing anything.



Code: ags
function room_Load()
{
 
  
  gAction.Visible= false;
  gMaingui.Visible=false;
ComboLock.Combination="1337";
  gKeypad.Centre();
 gKeypad.Visible=1;
  
}

function room_RepExec()
{
if (ComboLock.Status()==eLockStatusCorrect) player.Say ("Woot!");
else if (ComboLock.Status()==eLockStatusWrong) player.Say ("You die!");
ComboLock.Status();
}


#224
Quote from: eri0o on Mon 17/06/2019 18:24:31
Use pngs instead of gif, and have each 100 on a different folder (in ags sprite viewer). Create a view and use it to animate.

I think videos in AGS use system codecs (which should be fine on win10), but there is a specific video format that ags supports anywhere - usually Khris pops up and links to a thread that talks about this, because that video format can look bad or good depending on the encoder used.

Word, Pngs all the way! A lot of people actually don't know this. But you can export Pngs as a "video sequence", doesn't have to be gif's. So if you're an artist and are doing a pixelart style game "video" (just guessing here). Just tell him to do the animation in photoshop and export Png uncompressed video sequence.  :)
#225
Thanks eri0o, that module will probably come in handy once i start exporting various art groups separated from Photoshop! :) I've always wanted to see how a "plattformer" is made in AGS also, i know there's another plattformer done by abstauber. It didn't work in Ags 4.3.1 tho :-\ parallax scrolling is really cool too indeed.  (nod). Looks like i have to get the latest AGS, will do! 8-)
#226
Lol, Dott and Turtles in it aswell!  :-D (nod) (laugh)
#227
The guys face on the ID with the hand "check in" needs to be blured. It's to sharp, it jumps out of the image and looks bad.
Other then that i have nothing to say rather then good luck! :)
#228
Quote from: Laura Hunt on Tue 08/10/2019 13:28:18
Oh ok, then "trans woman" = "guy with a wig", perfect, that fixes everything, not offensive at all, nope.

jfc why do I even bother.



Forum doesn't seem to work, https://imgur.com/a/Ek9kRwc


#229
Quote from: Laura Hunt on Tue 08/10/2019 13:12:15
No, I will NOT spare you the lecture, because what you said was offensive AND disrespectful. If you're saying that you don't like a character "because she looks trans" you're saying that being trans is bad, ugly, undesirable, something you don't want your character to be, or to look like. Saying that you don't like a character because "she looks trans" and then saying "it doesn't mean I don't like transgender" is straight up bullshit. Especially when you finish with "I like the other one better since that looks more like a regular girl". Are you shitting me?

So no, I will not "chill out" and let this bullshit go by without calling it out. Anybody here would say the same if you had said "oh I don't like her, she looks too latina" or "she's too fat" or any other discriminatory implications. I don't give a shit if you didn't "mean" to offend. It was offensive anyway.

I disagree.  "oh I don't like her, she looks too latina" or "she's too fat" Those are statements that has absolutely nothing to do with the characters gender, or the characters place in the particular time period. Which is clearly the case here. It looks like a guy who changed gender, or perhaps a guy with a wig. Take into account the age period this game is based in. But again it's just my opinion, maybe others don't agree that the sprite looks like a guy who changed gender with a wig.
I could stretch it to say it was bad choice of words, for sure it could indeed sound offensive i get it, which is why i apologised in the original post, perhaps i should have written a guy with a wig.  (roll) Whatever. Off-topic. If you wanna argue with me you can do it in PM.
#230
Like i've said in the post (Which you clearly didn't read). It was NOT meant to offend, even tho it sounds offensive. It looks like a transgender girl to me, best way to explain it. What should i have said instead?  It's not helpful to say something like "I don't like this" "it's not my taste", bla bla. "The colors are wrong", those kind of comments wouldn't explain how i saw the particular sprite.
I wanted to explain why i don't like it. It doesn't mean i don't like gay/transgender etc. Chill out. (roll)
If that is what he wants tho, go for it, but i liked the other one better, since that looks more like a regular girl which it sounds like to me, he is looking for.
Spare me the lecture  :P
#231
I'm not sure for what i should comment on. The one to the left (last picture of two prototypes) looks  to me.
Not trying to be offensive here even tho i know it sounds like it  :-D. Looks like a trans/changed gender type of girl. I feel exactly like the guy said in a previous post Faye from Amazon Queen might be a good inspiration for this type of style. I too like the right one the most. It's perfect for what it is, but the question remains in my head. How high detailed are the bakgrounds going to be? If they are more simplified maybe the more shading/textures of the right character needs to go away. It would still look great for sure! It's hard to tell if a sprite feels "right" when you have no context. No overall "game presentation" if you know what i mean? Good luck with it tho, all guys did a great job on the sprite prototypes! :)

Just go with your guts, don't rely so much on what other people think, it's a dangerous way to walk. "What do you think about this, and that". Try to avoid! (laugh)
#232
Quote from: Khris on Mon 23/09/2019 18:28:08
1. If both hotspots' actions depend on having entered room 4, you don't need two global bools. The game state you'll be tracking is "has the player been to room 4", and a single bool is sufficient for that.

2. You can use  HasPlayerBeenInRoom()  here but for situations where there isn't a handy function like that, you should still learn how to use bools instead. The basic idea is to pick a suitable variable name, like  playerVisitedCave  and change it in the appropriate function. In this case, that's room_Load / room_AfterFadein of the cave Room, so just go to the function (or create and link it), then add  playerVisitedCave = true;

3. Using  if  doesn't have to be confusing. It's not magic, on the contrary, it follows very strict and simple rules. Simply put, if whatever is inside the parens evaluates to true, not null or a number other than zero, the block following the condition is executed. It doesn't get much more straightforward than:
Code: ags
  if (playerVisitedCave) {
    ...
  }
  else {
    ...
  }


It's plain English.

I'm bad at explaining myself, and i would embarase myself even more if i showed the code  (laugh). At least i've solved the hotspot disabling, it just wasn't necessary, all i needed was if, else and a bool statement, so that was correct!  :)


#233
Thanks guys! You're the best! :)
The irony i press f1 all the time but i still managed to miss that section in the manual. (laugh)

Edit Again: To my defense. If you type "room", or "change room". You won't find it. You have to scroll thru the entire manual search for that one "hasplayerbeeninroom" section. Unless you ofc knew about it, but then why read the manual. Ff you already knew about it!
So maybe that could be fixed so it's "in the room section" for further noobs to find easier.
:)
#234
Quote from: Cassiebsg on Mon 23/09/2019 16:30:56
Keep the bools and use a simple if/else condition.

Code: ags

if (canopendoor1)  // where canopendoor1 is a bool, in this case it's true
{
  player.Say("I can finally go thru the door!");
  // add code to open door and etc..
}
else player.Say("I'm not done here yet!");  


But i'm thinking more in the terms of "previous room" couldn't you do something like if player been to room, bla bla.
But i guess the if/if else works too, i'm just a bit confused about it sometimes. :-[
#235
I'm not sure that's what i want to do, but it's the best way to explain it, i think.
I have two hotspots that you should be able to go thru later in the game, but before you must have visited a specific room. So what i've done so far, is just disabled the Hotspots via two global variables, one for each. One door (is in another room) and the area (in another room aswell). However that looks strange. When i scroll over the door it should still say "door", but it doesn't when the hotspot is disabled ofc. So i thought to myself is there a way with a bool global variable where i can make it do something along the lines of "Open door *verb used* and player says "No, i won't go out there yet." and next time when specific room has been visited, *Open door verb* instead Opens the door so the player can go out.

So in other words. I'd much rather have the hotspots visible so you can see and click the Door and the Area, so that when the player clicks them it says something like "I'm not done here yet!", so the "open command" (for the door is disabled, and just look works and walk to perhaps).

I Hope you understand what i'm asking for  :) Thanks

#236
Looks great, if it means anything i didn't think of what previous posters said at all. In fact i was thinking more of  the title Deponia. I think you should keep the style as is! It's not Guybrush, inspired for sure. But i didn't think of Guybrush when i saw your character until i read the other posts!. Keep it up!
#237
Quote from: notarobotyet on Tue 09/07/2019 12:59:27
Quote from: Olleh19 on Tue 09/07/2019 12:22:23I'm thinking about doing the object as a "character" cause it should move as an animation aswell

Just in case you're not aware, objects can be animated too. Just assign a view to it with Object.SetView and then use Object.Animate :)

Thanks, Yes i know about that. I use objects all the time. Love animating it's so much fun  :grin

#238
Thanks Kris, i actually don't know much about the "soundsystem" as of yet. Just added sounds using the "asound.play();".
But i will give it a try!  :smiley:

#239
an object should sound when the player is near it, only. In otherwords a "passing by" sound. I'm thinking about doing the object as a "character" cause it should move as an animation aswell, and then when the player is near it. It should make a sound. Sorta like a passing motorbike or such.
Is it difficult to do? I was thinking about regions used that before, but that probably won't work. Since the player and the object should travel across the screen and they should met at random locations wherever on the screen.

Any help would be very much appreciated. Thanks
#240
Does the game work with the latest AGS? Looks really cool! :shocked:
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