Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RickJ

#761
Then I guess I don't understand what you are asking or trying to do.  Sorry?

#762
The view editor allows you to play specific sounds for specific frames.  Perhaps that is what you are looking for.
#763
Quote
Quote
4.  Only one room is loaded at any given time so it's only possible to interact with the currently loaded room.   NPC characters can be moved other rooms and they can also be repositioned.  They can't however be made to walk or do other things which requires interaction with room entities.  Walking for example requires interaction with walkable areas and room objects.
Would it be possible to put something through repeatedly_execute that constantly repositions characters, could you simulate normal movement like that?

Yes, I believe so.  I would probably make a module that provided extended walk functions that could be used instead of the standard character.walk() function. The extended function could then either call character.walk() if the character is in the current room or do a simulation otherwise. 

You could even define "extender" functions so that in the game script you would just do something like cEgo.ExWalk(...) instead of cEgo.Walk(...).

If you look in the other room module I believe it does some of this so perhaps you can get some ideas/examples.
#764
InCreator you may want to consider using Google Checkout.   Does anyone have any experience using it?
#765
1.  The diagonal loops don't seem to work the I expect.  It's tricky to get the character to walk at the right range of angles to activate the diagonal.   I believe there was some discussion about this at one time but can't remember what if anything came of it.    I would suggest that you experiment to determine in which range of angles diagnoal loops are used and modify the Movement module accordingly.  Be certain to update the module's revision history, clearly document your changes, notify the author, and send him/her a copy.

2.  I don't know the answer to this but one would expect that it would be centered on either pixel 3 or 4, which I guess is your question.   The sprite could be made 1 pixel wider and filling the new space with transparent pixels to control the result.

3.  Characters have a Z position property that can be set.   This effectively positions the character above or below the baseline.   I am not certain if there is a baseline property or not; just look in the manual for character properties and functions.

4.  Only one room is loaded at any given time so it's only possible to interact with the currently loaded room.   NPC characters can be moved other rooms and they can also be repositioned.  They can't however be made to walk or do other things which requires interaction with room entities.  Walking for example requires interaction with walkable areas and room objects.  There is an module called "OtherRoom" or something similar that you may find useful.  
#766
"The future ain't what it used to be" - Yogi Berra
#767
@anian:  The fun part of classic sci-fi an also old time radio is that you can see what people, back then,  were thinking about at the time and what they thought about the future.  Inevitably here will be unintended "funny as hell" moments.   

Here is even an older one and it was broadcast live as well.   There is an episode of the Honeymooners where Ed and Ralph pool their funds to buy a new TV set and attempt to share it.   Ed's favorite show is "Captian Video and His Video Rangers".  I thought it was a made up title and had no idea that the thing actually existed until I found it on http://www.archive.org.  ;D

http://www.archive.org/details/captainvideo
#768
Sorry about the Hulu licensing thing.  You can get it from archive.org also.

http://www.archive.org/details/TalesOfTomorrow-PastTensekarloff
#769
No.
#770
Thought I'd share this with you.  This has to be one of the earliest sci-fi tv shows circa early 1950's (1952 is mentioned in some of the episodes/commercials).  The intro is really cool and perhaps may provide some inspiration for the title screen of a sci-fi game.  This particular episode features Boris Karloff as a mad scientist time traveler.  I also noticed that the commercial makes a big deal about the federal tax being included in the purchase price but AFIK there has never ever been a national/federal salse tax  :=.  If this sort of thing is your cup of tea please enjoy...

http://www.fancast.com/tv/Tales-of-Tomorrow/97932/1105094071/Past-Tense/videos
#771
Here is simple example of how to turn such a GUI on when the mouse is over top and off when mouse is away.  It Assumes that hte GUI is at the very to of screen.

Code: ags

*** Global Script ***
function repeatedlt_execute() (

     // Make Y Gui visible
     if (mouse.Y<gMyGui.Height) {
          gMyGui.Visible = true;
     } 
     else {
          gMyGui.Visible = false;
     } 
)


To make it slide in and out of view it wouold be necessary to increment/decrement the Gui's Y position eaqch scan until it got to the desired position.
#772
I agree with what Progz says but realize it may not be practical to eliminate thes elimits at this point.   Perhaps, instead  the limits could be specified in a configuration file that is read by the editor on startup?   
#773
General Discussion / Re: A Linux Experiment
Sat 25/04/2009 17:18:13
There are number of graphics programs to explore (Inkscape, Kivio, ...).  There ought to be an online  catalog of graphics programs that can be installed.  Get your fiancee to show them to you.

You may also be interested in installing VirtualBox.  The AGS editor (as well as other windows programs) runs just fine under virtual box.   At home I have VirtualBox running XP as the guest OS and AGS and other window programs running under that.
#774
Several AGS versions ago I was able to accomplish this using a simple script to lunch the game.  It changed the working directory to c:\ or some other writable location and then executed then the game located on the CD.  The save game function then uses that location to store esave game files.

I wonder if it is possible to use %APPDATA% or some other standard windows location in the config file to setup the save directory?   Anyone have suggestions for standard locations?   
#775
Open the help file and type "import" into the index filed and then click on "Importing your own sprite graphics"
Quote from: Manual, Importing your own sprite graphics
   :
   :
Tiled sprite import

You may have noticed a checkbox called "Tiled sprite import". Some people find this a useful way of importing many frames of a character's animation at once.

In order for this to work, you need to have all your sprites lined up on your source bitmap at even intervals. Then, use the "Import from file" option and import it as usual. Check the "Tiled sprite import" box, and select the upper-left frame.

When you click the left mouse button, the selection rectangle will become un-filled and now you can drag the mouse to define how many frames to import - they'll all be enclosed by selection rectangles. Once you have the correct number, click the left button again and they will all be imported.

#776
If the object's baseline is higher on the screen than the base of the character then the character is drawn in front of the object.  You may want to look into programatically changing the baseline using the Object.Baseline property of the hood.
#777
I believe the following code will increment/decrement  the value by 1 when the plus/minus keys are pressed.   The keys need to be released, and pressed to increment/decrement the value again.
Code: ags

*** Global Script ***
int Value=0;

function on_key_press (eKeyCode keycode) {
   // Increase-Decrease value
   if (keycode==eKeyPlus) {
      Value++;
   }
   else if (keycode==eKeyHyphen) {
      Value++;
   }
}


To continously increment/decrement the value then something like the following could be used.
Code: ags

*** Global Script ***
int Value=0;

function repeatedly_execute() {
   // Increase-Decrease value
   if (IsKeyPressed(eKeyPlus)) {
      Value++;
   }
   else if (IsKeyPressed(eKeyHyphen)) {
      Value++;
   }
}
#778
Create a linear state machine to execute the sequence in repeatedlf_execute()
Code: ags

int state=0;
DynamicSprite *sprite;

function CaptureBackground() {
   state = 1;
}

function repeatedly_execute() {

     // Capture Background
     if (state==1) {
          gMygui.Visible = false;
          state++;
     }
     else if (state==2) {
          DynamicSprite *sprite = DynamicSprite.CreateFromScreenshot();
          gMygui.BackgroundGraphic = sprite.Graphic;
          state++;
     }
     else if (state==3) {
          gMygui.Visible = true;
          state++;
     }
}
#779
QuoteRemoving the nag screen is considered circumventing copy protection
Well, since it doesn't prevent copies from being made and since free copies are being given away it can hardly be considered copy protection.  It may or may not be the case that keeping the nag screen is a condition of obtaining the free copy but that is a different issue entirely.  Technically speaking, the instructions don't eliminate the Nag screen but rather  tell how to display a different NAG screen, though it appears to contain nothing to display and automatically close itself.
#780
Variables declared in the script are only limited by system resources.   Variables declared in the global script are made global using the export and import keywords

There is an editor pane that allows one to do the same thing that can be done in the script.   I declare my global variables in the global script so I don't know if this feature has an artificial limit or not.   
SMF spam blocked by CleanTalk