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Messages - Pixelton

#41
Nope even with the UnlockView function I get the error, plus I'm not sure if this is correct but I also want to hold on the last frame of that view change so I don't know if I;d want to release the view back to AGS.
#42
ahh nice try

Sadly thats not the problem, I'll ask around and if i find a solution to this outside the forum then I'll post it here.
#43
Thought I'd give it ago, never done anything in this pallet and it really interested me in giving this a good crack :)

On a side not...damn its tough!



I think Mad's entry kicks some serious ass though!
#44
haha, yes of course...and if I create the loop it's crying for it just says theres no frames in the next loop...etc.
#45
I've hit this problem a few times and I've done a forum search and looked at the Manual that comes with AGS - with little luck I thought I'd post it.

I have a character that changes view and animates before displaying a GUI window. The problem is I get an error saying that: 'The character could not be displayed because there were no frames in loop(no.) of view(no.).

Here is some script that the break is happening in:
Code: ags
{
    if (cJohnny.IsCollidingWithObject(oGasleak)) {
    cJohnny.LockView(34);
    PlaySound(6);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(50);
    Display("Message is displayed.");
    gGUIWindow.Visible = true;
    oGasleak.Visible = false;
    oGas_leak2.Visible = true;
  }


As I've had this problem a few times and never really understood why it happens and generally fix it by just playing around with the script until it plays ball.
#46
Small planet...although a small planet was a fighting character in Anachronox
#47
Well done guys! :)
#48
AH cheers Khris

Thats really handy to know so thank you! I still cant get this crate to vanish for some reason...I might have to wait for my friend Def to come online so I can send him the files....I can't see any fault but I do think it has something to do with the player (Johnny) following the storebot when the player switch happens.

nevermind...these setbacks are here to try us.
#49
Hey, has anyone had this issue?

I'm trying to hide an object when the player interacts with it and for the life of me I have no idea why this isn't working. There are a few chunks of script that involve this object from being hidden and visible, these are:

Code: ags
function room_Load()
{
  if (cStorebot.PreviousRoom == 5) {
    oStore_Crate.Visible = false;
  }
  
    else if (cJohnny.PreviousRoom == 5) {
        oStore_Crate.Visible = true;
  }
}


Code: ags
function oStore_Crate_Interact()
{
      if (player.Name == "Storebot") {
      cJohnny.Walk(380, 332, eBlock, eWalkableAreas);
      cJohnny.Walk(390, 320, eBlock, eAnywhere);
      oStore_Crate.Visible = false;
      cJohnny.LockView(29);
      cJohnny.Animate(0, 5, eOnce, eBlock, eBackwards);
      cStorebot.Walk(356, 319, eBlock, eWalkableAreas);
      cStorebot.FaceCharacter(cJohnny);
      cStorebot.LockView(36);
      cStorebot.Animate(1, 4, eOnce, eBlock, eForwards);
      cStorebot.UnlockView();
      cStorebot.LockView(35);
      cJohnny.FollowCharacter(null);
      }
      
      
  else if (player.Name == "Johnny") {
    oStore_Crate.Visible = true;
    cJohnny.Walk(380, 332, eBlock, eWalkableAreas);
    cJohnny.Walk(390, 320, eBlock, eAnywhere);
    oStore_Crate.Visible = false;
    cJohnny.LockView(29);
    cJohnny.Animate(0, 5, eOnce, eBlock, eBackwards);
    Wait(40);
    Display("I really feel safe in here but I can't sit around forever");
    cJohnny.Animate(0, 5, eOnce, eBlock, eForwards);
    oStore_Crate.Visible = true;
    cJohnny.UnlockView();
    cJohnny.LockView(1);
  }
}


-----------
The "Else if" section of code works fine, there seems to be an issue with the initial if statement.

I've searched through my code and tried a few things but no luck...I'm hoping someone will spot something I'm doing wrong and any help is much appreciated.
#50
Steam: birritan
I play alot of CS, killing floor and Shattered Horizon...well I did before my motherboard popped.

Xbox360: birritan
I try not to spend too much time on it as I always feel a little guilty when I should be working on my AGS game.
#51
I just finished the Tournament! Superb guys and Mods's music is awesome too. Cool end screen :)
#52
The first game was one of the few AGS games I have played and the character animation and overall look sucked me right in. I'm a sucker for all things space and diving and I'll be honest...I'm loving the space suit - spot on with TOS.
#53
A beautiful game guys, the artwork and the tone is very pleasant, for some reason from loading it up I almost feel relaxed. I've only had a quick bash but I hope to give this more attention :)

One of the nicest yet.
#54
Thanks Khris, you have been so patient with me and I do appreciate it more than you know.

On a side note I have actually managed to script my initial idea and get that working (switcing players to get past a wall of death). If anyone is interested I'll explain how I did this. As my scripting knowledge is very basic and I'm abit rubbish I usually have to be very inventive about how I make things work.

In the level I have two Gas leak clouds, oGasleak and oGas_leak2. oGasleak is the thing that kills the player while the other gas_leak object does nothing and is none solid.

Here is the script.
Code: ags
function room_RepExec()
{
  
if (cJohnny.IsCollidingWithObject(oGasleak)) {
    cJohnny.LockView(34);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Display("You are Dead!");
    Wait(50);
    gDeathWindow.Visible = true;
    oGasleak.Visible = false;
    oGas_leak2.Visible = true;
  }
  
  else if (cStorebot.IsCollidingWithObject(oGasleak)) {
  oGasleak.Visible = false;
  oGas_leak2.Visible = true;
  }
}


To avoid the whole script to replay again and again when Johnny is in contact with the cloud I switch fro the killer cloud to the none-killer cloud and as for the player switch that can survive the trap, thats fairly straight forward.

cJohnny.LockView(34); is the death animation the player switches to.


gDeathWindow is my custom window that is displayed when the player kicks the bucket.

This works perfectly fine and gets the desired effect I'm after. I thought I'd conclude this incase someone else eventually wants to do something similar. I'm sure theres a more efficiant way hehe.
#55
Ah cool

I've never used the global variables pane, so thats the thing that allows you to do cross room events. Out of curiosity, why have you set the actual gas leak object's clickable as false?
#56
But how would a beginner like me go about creating a function in the global script that can switch the gass field off?

I have been reading up on the manual and I've found that I could create a function in the gloab script like this:

function Gas_Leak (parameter);
{
 
}

But I haven't the foggiest on what goes into the parameter field and what I'd add within the brackets.

Also  I'm not sure how I would use this to change an object inside a room, I read that there is an:
import function but I'm not sure if I'd use this....I am an utter noob at all this.
#57
With the 8-way shooting would it be possible to have the first 2 loops as shoot left & right for example, if a developer didn't want a shoot diag, or up and down (abit like the walk cycles currently in the game with diagonals walk views). You may already be doing it like this so I'll shut up.

I did notice someone had mentioned Rick Dangerous, that was a classic game along with it's sequal.
#58
I've looked through the manual and I'm abit stuck with an idea.

Say I have this nasty broken gas pipe thats spraying death, and I have a shut off valve in another room, what would be the best way to switch off the gass animation view using a switch outside of the room? I guess I'd need to make some kinf of function for this in the global script. In leyman's terms how would I go about doing this?

For some reason I'm alittle scared of diving into the global script file as theres alot of stuff going on in it, I also have no idea how you'd go about setting up a function without hitting that little Lightening bolt button on an object in the editor :p

Any help is much appreciated - so far I've really learnt alot and I know I'm getting better at this stuff :)
#59
wow thats really nice, do you plan on eventually releasing the tools to get AGS content running on an Xbox or is this your personal little baby? I've worked on a few things that are on Xbox360 but always dreamed of eventually doing something thats come from myself rather than working to someone else's brief.

Great job all in all :)
#60
Well I can't comment on Technique really but I do like Duelnames and Ricco's (especially Ricco's as I love all things underwater based)
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