The problem is that's not always the desired action. That solution is likely to cause more problems than it fixes and those problems would be harder to find.
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Show posts MenuQuoteGemmalah: This sounds just as silly to me as your friend's theory. Do you have an example of such an intellectually deep movie? Just use some common sense eh!
the male gaze: man get turned on manly by sound and sight whilst in women many more factors are involved such as what the person says and their actions (non sexual). Therefore men respond better than women to movies because they respond generally better to sight and sound because women think of many other things.
// Define your own data type using struct struct ROOM_DEF { int object[15]; int hotspot[15]; } // Define the Room variable ROOM_DEF Room[300]; // Make it available globally export Room;
// Make it available globally import Room;
// Any function you wish funcion any() { int var; // Example usage of Room struct Room[1].object[2]=1; var = Room[1].object[2]; }
QuoteHmmmm, are you continously calling the FaceLocation() thing. Probably you have a continous loop going on there.
In that room, I have 3 regions on the floor (left, centre and right) so I can shift one characters eyes as my player character moves across the room. If I was on the same region as the object my character had to interact with, no problems. Everytime the character moved to another region (causing a FaceLocation function to occur in the other character), the sequence would finish one more function and then freeze.
QuoteI'm glad it helped. I'm sure some other folks got some benefit as well.
I'm really sorry you went to all the trouble of writing that big code explanation, but it DID help because I still use that code in another room
QuoteAre you doing the animation from the script or are did you just let the game engine do it? I thin global and room scirpts are blocked during dialogs but I don't thing the room animation is. I am not certain though. Maybe someone else knows?
The only problem I have now is the BG animation stopping when options come up in a dialog. However, if there's no solution to this one, I can live with it.
QuoteDid you return any of them? I had a phone conversation with you and sent several e-mails, but never got a response. Then I read in this thread that you had all the help you needed. Not very courteous or professional IMHO.
Nadda,
I got some emails from people wanting to help, then never heard anything from them again.
QuoteDid you think a project like this would organize itself?
I was hoping to spend my time learning and developing rather than trying to hunt people down on a regular basis.
QuotePersonally, I resent the implication that we are somehow unproductive, unprofessional, or unable to bring projets to completion. Many of us here are computer science, engineering, or art professionals. Further I am always amazed at what some of our 15 year-old members are able to accomplish with a little mentoring from our group.
I just figured the only way to ever do this is to have the money to pay professionals, otherwise, nothing will ever happen.
QuoteHehe, I'm on a mission to make everyone be good programmers ...
Wow, thanks for the big description, Rick ^_^ (I feel so loved)
QuoteI think Gilbot suggested trying to call the repeatedly exeute event handler as a test to make sure that portion of the script was being executed. He himself describes it as an "unclean" act. Also I think the the repeatedly execute he suggested can be improved by changing the "if" statment as shown below. If bgtimer gets initialized to a negativ number for any reason iit will get reset to a correct value imediately instead of waiting for the counter to cycle through all valid numbers.
This is the original thread: http://www.adventuregamestudio.co.uk/yabb/index.php?board=6;action=display;threadid=11430
bgtimer--; if (bgtimer<0) { curbg++; if (curbg>2) curbg=0; SetBackgroundFrame(curbg); bgtimer=bgdelay[curbg]; }
QuoteUpload an example game and I'll take a look at what's going on.
... I do still have the problem of the bg animation freezing when options in a dialog are presented to me. Any ideas on that one? ^_^ I really appreciate your help so far, so thanks a lot anyway. ...
Just tried it again in general gameplay. It DOES freeze (the original bunch of actions after "any click" on a particular object) but only, it seems, when I enter the room normally through other rooms in normal gameplay. If I just make the game start in this room, and then I click on the object, the whole sequence works fine. ...
I don't know if this will just confuse matters further or make something clear.
int bgtimer=0;
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