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Messages - Ryan Timothy B

#1321
Holy jeeze. Until now I had actually thought the telekinesis icon was a ghost with a big smile. Haha

So it didn't make much sense to me. :P
#1322
While clicking on the invWindow itself (the GUI component that has the actual inventory icon grid), it will steal clicks.

What you need to do is find out if they've pressed down on the mouse over a GUI through the on_event.
You then have to check if it's the GUI that contains the InvWindow and then if the mouse is actually over the InvWindow.
And then you have to check if there isn't an inventory item there (unless you have no use for right clicking over an inventory item itself while holding an inventory item).

Something like this:
Code: ags

function on_event(EventType event, int data) 
{
  if (event == eEventGUIMouseDown && mouse.IsButtonDown(eMouseRight) && player.ActiveInventory != null && data == gInventory.ID) 
  {
    GUIControl *theControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
    if (theControl==InventoryWindow1) //the InvWindow
    {
      InventoryItem *i = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
      if (i == null)
      { 
        player.ActiveInventory = null;   // loose active inv
        mouse.Mode=eModeInteract;
      }
    }
  }
}


Only reason why I've narrowed it down to only the empty space on the InvWindow is because I don't know what kind of a GUI you have. If you have have buttons on it that require clicking, or if you don't want right click on that button or the GUI background to deselect the inventory item.


I actually just noticed that you've already mentioned that you've done the on_event business. I've tried it with Khris' suggestion of turning on and off the 'Override built-in inv window click handling' and it works either way. You sure you haven't missed something?
#1323
Quote from: Khris on Thu 09/12/2010 08:13:41
On a more technical aspect of the GUI, I'd suggest to move the look button to the middle and make the other three surround that.
Interesting idea. I like it.

I like the A in the magnifying lens too.
#1324
It would be really cool if it raised up at a seemingly fast speed, and once it reached its height, it drops about 6 pixels. That way it kinda looks like a cartoony bounce.

If you ever need any help on stuff like that, I'd be more than willing to help you out. Even if making a basic new game just to feature the particular code you need help with.


Also now that I think of it, the verb coin should probably fade in and out very quickly as well.
#1325
A magnifying lens for the look would be fine for me. A lens is completely understandable as 'examine/look'.
As for the purple verb coin GUI, perhaps maybe a darker drop shadow to help separate it from the background.

On a side note, those backgrounds and character art are absolutely amazing man. I love your style.

Actually, with that cartoony look, it would be really nice if the descriptive text when hovering over something would quickly float upward from under the bottom bar when it hovers over something. While being at a high transparency and fade to opaque. And then fade to transparent and under the bottom bar when you move the mouse off. I'd really like to see that.
#1326
The scary thing is that he hasn't been active on the forums since he last posted that. I hope things went well when he left town.
#1327
Quote from: Khris on Tue 07/12/2010 14:36:10
I just learned that they also canceled FlashForward. :(
I'm actually not disappointed about that one at all. That show was poorly executed and quite cheesy. Good idea though.
#1328
Yeah, you can fight them normally now. It's a little hard to fight them properly with the sword.. mostly due to latency issues, and secondly due to the mobs not having attack animations. So it's hard to dodge an attack that just 'happens' when you're within a certain range.
#1329
Quote from: tzachs on Fri 03/12/2010 18:54:23
And Ryan Timothy, I thought it's actually a nice piece of ass (on her, I mean)...

Not that I took this as a challenge (well.. ok.. maybe I did), but here's what I would prefer to see on her:


vs



Sorry to clutter up this completed games thread, but any form of partial nudity must obviously be a good thing and get more people to download this. :P
#1330
There's been a new update once again. One for server side as well.
The duplicate entities bug has apparently been fixed. I'm going to give it a whirl once I know the server has been updated and see how well he fixed it. :P
#1331
For what it's worth Misj, that lower right sketch of that bridge looks fabulous.


I also worked on a quick color sketch earlier this week, but doubt I'll have time to finish it.

#1332
Quote from: Darth Mandarb on Fri 03/12/2010 03:17:07
And Ponch ... I'm not sure I knew you were a twin? I am as well.
Quote from: Ponch on Fri 03/12/2010 04:42:01
Awesome! Now we're in the super secret AGS Twin club!

Well I hope I'm in that club too! :P  I'm identical with my twin bro.
#1333
Quote from: Ponch on Thu 02/12/2010 03:18:02
Bici: Thanks. Glad to know that my boobs are appreciated! (Take that, Ryan Timothy! ;) )

I believe it was her ass that I was really criticizing. :P (I'll take a nice ass over some floppy breasts any day--that could be taken in the homosexual direction... please don't  :=)

But after hearing the master Bici, compliment the beauties in this game, I definitely must play this now.
#1334
It was explained quite well right here with the release of Ponch's amazing pirate game. It was actually quite fun.

The thread that spawned the gay Oceanspirit Dennis was this one. Thanks to Icey Games, Ben and DDQ and Snake; and the rest who've created games with the amazing Oceanspirit Dennis character.
#1335
General Discussion / Re: Is it wrong?
Wed 01/12/2010 21:24:04
Quote from: Ponch on Wed 01/12/2010 20:27:58
Ouch, Ryan.

Just... ouch.  :'(

Haha, yeah. I'm a cruel guy. I've seen you draw hot chicks, this one though I don't find attractive. :P
#1336
The manual says this:
QuoteReturns 0 if they are not overlapping, or the overlapping amount if they are. This amount is an arbitrary scale, but 1 means they are just about touching, all the way up to higher numbers for more overlappingness.

I guess it just gives you the option to check if it's overlapping to your requirements and not just 1 pixel of each corner returning true. Makes sense to me.
#1337
General Discussion / Re: Is it wrong?
Wed 01/12/2010 18:01:06
Her ass looks floppy, she has dyke bangs and nerdy glasses. And she looks albino. Sheesh.  :=
#1338
Well at least he fixed the arrows and the visibility of them. But it's still pretty shoddy and you can only see it flash every few moments the server sends an update on its new location.
You'd think the guy would only send you where, and the trajectory of the arrow that was just fired, and have it seamlessly flow on our end until the server tells us where it hit something or if our end thinks it should've. That's how I'd do it anyway, but I've never played around with networking and the big ol' latency issue.
#1339
I'll admit that I'm impressed. After seeing the amount of separation on those outer wires, I'd have bet the farm on the center one being damaged as well.

Was it chewed/torn? Or just stretched because you dropped the laptop or pulled the cable?
#1340
I'm Canadian and the second one definitely sounds a bit off, but I wouldn't think twice about it if I heard it used.
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