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Messages - Radiant

#5201
Planning on 2.7 any time soon? :)
(just curious actually, I have plenty of things to do in 2.6 already)
#5202
Since he's falling, I'll try for down :)

So if I understand correctly, if I want a character to move in any direction using the view loop for another direction, the easiest way is to do an AnimateChar and manually increment character[].x and .y ?
#5203
Hm... what might be useful is a selection for what to see in the walkbehind mask editor:
- all masks (as it is now)
- only current mask marked in pure white
- everything except the current mask marked in pure white.

By combining the latter two you can get your edges right.
#5204
Every color can be specified by RGB or by Hue/Sat/Int or by a variety of other methods (YHV I believe is common). I'm sure you can google the math somewhere, but RGB is the most straightforward of the three.
Oh, MS Paint can convert them, by the way. Just double-click on a color in the bottom.
#5205
Screen capture, save as BMP, open with AGS :)

Anyway I draw my cursors in MS Paint, you can't set hotspots but other than that you're fine.

#5206
Gilbot -> he slides sidewards while falling (icy slope, you know). The coordinates are not the problem.

I am indeed not using the 'down' loop of the view for falling. However, the character isn't showing what is actually in that down loop, either!

And sorry but the MoveChar does not use the character's normal view either (which would be a walking animation); instead I get the slamming into the ground animation while falling...

#5207
I think there's a difference between AreCharsCollinding and AreThingsOverlapping (the former does take Y diff into account afaik)
#5208
Quote from: tolworthy on Fri 04/06/2004 08:19:09
Two simple examples:
1. I wrote a simple function to make doors open automatically when ego moves near. I just define the hot area and a simple sprite. The program then detects when ego is near the door and opens (or closes) it.
Almost trivial.

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2. I have one line of code for adding a link to another room. It calls a function that calls all the other common functions for both leaving and entering - hotspots, changing rooms, removing or adding ego, etc. Plus it makes ego walk a few steps onto or off the screen (so ego does not just 'appear'). It saves me a lot of time when adding a new room.
I'm doing the exact same thing. It takes a little effort to get it going but it's certainly possible.

In general the scripting language is very much like C, so you can go from there. It is possible to duplicate just about any part of AGS in scripting (i.e. dialogs, interactions, etc). I'd say you won't find something more versatile any time soon.

Good luck! Wow, you're into big stuff!
#5209
As a workaround, you could set a global variable 'number_of_objects' in each room's Enter_Room script.
#5210
Advanced Technical Forum / Pathfinding problem
Fri 04/06/2004 10:11:03
I have a Bad Guy (tm) 'attacking' EGO by using FollowCharacter (BADGUY, EGO, 0, 0), and doing something nasty upon touch (e.g. if AreCharsColliding).
However it seems that the pathfinding algorithm used is kind of weird. If no straight path exists the first time this function is called, it may take BADGUY a very long time to actually find EGO. Is it possible to make the pathfinder more, well, aggressive? Or should I code my own, maybe using MoveCharDirect or something?
#5211
Snail Quest!

Oh, sorry.
How about Maniac Mansion Deluxe, then?
#5212
Hi there,

For the life of me I can't find out what is wrong with the following code:
Code: ags

    int i = GetPlayerCharacter ();
    SetCharacterView       (i, EGOFALL);
    AnimateCharacterEx     (i, 0, 5, 0, 0, 1);
    //SetCharacterViewEx     (i, EGOFALL, 5, ALIGN_CENTRE);
    AnimateCharacter       (i, 5, 5, 1);
    MoveCharacterBlocking  (i, 100 + Random (60), 175, 1);
    AnimateCharacterEx     (i, 4, 5, 0, 0, 1);
    ReleaseCharacterView   (i);


Okay, so what does it do... it is triggered when EGO moves onto a certain area, i.e. a cliff edge. Hence animation EGOFALL is used, which has a number of loops for falling and hitting the ground.
The first AnimateCharEx causes his arms to wave wildly (loop 0). The second one at the bottom is a splat where he hits the ground (loop 4). This part works.
The part that doesn't is the central part. EGO moves down (MoveCharBlock) using his falling animation, either selected by the AnimateChar directly above it, or the SetCharViewEx. But it doesn't work; EGO gets the wrong view every time! Can anyone figure out why?

Thanks!!
#5213
Heya,

kind of a late reply from me but I'd love to attend Brittens (holland isn't too far from UK, you know)
I'll see if I can get the spare time worked out.

#5214
Go Pumaman! Yay!
#5215
However what about 'break'?
(yea, I know, goto considered harmful considered harmful. But still)

I like the infinite loop breaker feature, as I tend to forget my i++'s in a while.
#5216
I would like to point out that a single test does not constitute any kind of statistical validity.
#5217
I would like to second request #18 (initializing arrays of integers), i.e.
Code: ags

int blup[5] = { 3, 5, 8, 9, -1 };


I appreciate they could have been read from a file, of course, and one can use a string instead. But still.
#5218
Quote from: DojoGrant on Wed 26/05/2004 14:47:12
1) What time period is most interesting to you in playing an adventure game?
  a) Prehistoric time
  b) Ancient civilization (Mesopotamian, Greek, Roman, Chinese, etc)
  c) Medieval Europe
  d) Colonial America/Renaissance Europe
I believe A or B would be interesting because they're done less often. Generic fantasy is something I happen to like but that's just personal. If it went for futuristic, I would like to see a hardcode science fiction game based maybe on Asimov books.

Quote
2) Which of these "forces" is more interesting in a plotline?
  a) Religious/Divine Intervention
  b) Voodoo/Magic/Occult
  c) Scientific/Artificial Intelligence
  d) Mutation/Evolution
D is cool and hardly used to my knowledge (check E.V.O. on HOTU though). A and B are overdone but can be useful if treated right. I guess that applies to C as well. It doesn't matter what you use as long as you pull it off in a decent matter. I guess I'm not being helpful here now :)

Quote
3) What variety of environments do you prefer?
  a) Multiple environments (visiting various locations)
Definitely. I always found KQ6 a bit weird since every room had at least five different things to do in it.

Quote
4) How do you prefer to play the game as far as character selection?
  b) I like being able to switch between different characters at will
Seldom-used feature but one I like a LOT!!! Especially if the characters are in the same area and have to cooperate, which frankly I've only succesfully seen in Maniac Mansion and Gobliins 2.

Quote
5) Are you more interested in
  b) A new game based on original characters and background story
More interesting than an existing frenchise. Imho.

Quote
6) Are you more interested in
  b) fantasy, or
Quote
See above.

Quote
7) Do you prefer a game that, in overall tone, is
  b) lighthearted (ex: Indiana Jones and the Fate of Atlantis)
If only because most really serious games fall flat at a certain point. I'd like to see a horror game that really horrifies me, though.

Quote
8) What screen resolution would you prefer to play games in?
Whatever, I don't care. I'd play 80x24 too.

Quote
9) What 2D art style do you prefer?
  a) Hand drawn/painted (realistic)
  c) CG graphics
A, or maybe C. B is overdone but I hated the MI3 gfx.

Quote
10) Which GUI do you prefer?
The one used by Legend in the Spellcasting series, where you get to select words from a list. Failing that, I'd prefer the IndyFoA / MI2 GUI from LucasArts.

Quote
11) Do you prefer a game that is
  a) quite long

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12) Do you prefer a lot of challenge in your game?
  a) Yes, I like difficult puzzles that REALLY make me think.
... as long as they're fair and not a pixelhunt or use-every-item-on-every-object.

Quote
13) Which is more important?
  a) Conversation and story
  b) Puzzles and object interaction
Both. Especially when combined.

Quote
14) What is your favorite adventure game?
Lemme think.... Maniac Mansion. Enchanter/Sorceror/Spellbreaker. Monkey Island II (and to a lesser extent, I). I'm not saying I don't like Sierras, but I tend to prefer Lucasarts. QfG2 is very good too.


HTH!
#5219
Hm... so would it be possible to make a simple way around this, like a If_Windows_running () function? So that the Linux interpreter simply ignores the relevant bits of code...
(low priority of course, I'm just curious)
#5220
Maybe, I'll try googling it.
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