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Messages - Ryan Timothy B

#1341
General Discussion / Re: Merlin!
Tue 30/11/2010 05:07:37
Oddly enough I started watching it today. Only finished the 2nd episode but so far it seems pretty entertaining although cheesy. Reminds me of Xena and Hercules.

There's another show that started the same time as Merlin, it's called Legend of the Seeker. Pretty much the same type of fantasy goofiness; except it seems to be based more on love and fighting.


It's actually one reason why I miss having cable/satellite. I haven't watched tv with the freedom of switching from channel to channel and watching pretty much anything even if it's boring, goofy or odd, in many years. I mostly download everything I want to watch but lately with the exception of Merlin and Legend of the Seeker, they are definitely making me miss the good ol' days of tv that I enjoyed long ago.
#1342
To me it looks like the cable was stretched. If the cable was stretched and it broke the plastic and outer wires (negative?), the inner wire would more than likely be severed too.

It looks to be toast.
#1343
Does anyone else notice that it's nearly impossible to kill anything with the sword? I know the arrows bounce off the mobs, and then the arrows usually duplicate themselves to an insane degree.
#1344
Anyway. I need a reset. I turned into the invisible batman again. :P
#1345
Oh dear. I don't believe I've ever used GetWalkableAreaAt. I guess I should have checked it up in the manual before running my mouth. I've always assumed it was room coordinates, or at least you'd think it was anyway.

I guess I just assumed it was like regions which I've used several times. Sorry for the confusion.
#1346
GetViewportX() is for the left edge, and GetViewportY() is for the top edge.
If you're checking regions and such relative to the screen, you'll be adding to the viewport, not subtracting like Mode7 has shown. And subtracting from the character's coords from the viewport coords would definitely not result in anything usable. Since a character is room relative, not screen relative like your mouse or a GUI.


If you're checking for the region around the character, something like this is what you'd want to do:
Code: ags
GetWalkableAreaAt(player.x - GetViewportX() + 20, player.y - GetViewportY())  // checks 20 pixels to the right of the character
GetWalkableAreaAt(player.x - GetViewportX() - 20, player.y - GetViewportY())  // checks 20 pixels to the left of the character
GetWalkableAreaAt(player.x - GetViewportX(), player.y - GetViewportY() - 20)  // checks 20 pixels above the character
GetWalkableAreaAt(player.x - GetViewportX(), player.y - GetViewportY() + 20)  // checks 20 pixels below the character



If you're checking around the mouse or GUI you'll need to check where the Viewport is:
Code: ags
GetWalkableAreaAt(mouse.x + 20, mouse.y) //checks 20 pixels to the right of the mouse, based on where it is in the room, not the screen.

etc.


Hope that sheds some light on where GetViewport is useful.
(argh.. had to edit it due to Khris pointing out that I didn't read the manual. :D)
#1347
Quote from: Peder Johnsen on Fri 26/11/2010 20:36:33
And I don't think so.. it requires deleting a file..
Mind you we could probably make a php script do it but then you would have to do it via the website..

Yeah, I pretty much assumed it wasn't a ingame feature for admins. Oh well. The php thing would work as long as you assign a password to everyone.
Oh well, I can't see this glitch lasting any longer than a few weeks. Although he should never have released an update with as many issues as it has. What's the rush?
#1348
Doesn't bother me. I've already said you need to reset me above. :P Reset away!  :=

With all these new commands you guys have made, perhaps a -reset command for yourself should be added? Or is that not possible?
#1349
I gave it a try today, and holy crap. I have groups of at least a dozen mobs at once. You pretty much just have to turn around in a dark area and they'll spawn behind you.

I'm definitely going to have to make some armour! :P

Edit: And apparently I've glitched out and now you have to reset me.. or something. Can't pick up anything now or get hurt.
I'm like Batman - slaughtering all those mobs and they can't do anything about it!
#1350
Curious, why do the icons have a distorted aspect ratio when the mouse is hovering over them?

I'd suggest creating a larger sprite for the enlarged size, and just downsize them in a paint program for the smaller size sprite. AGS only resizes by nearest neighbor, so that's one reason why your sprites look chunky when enlarged.
#1351
Looks good, Peder. 
#1352
I decided to give the new server damage a try, even though you're all reporting huge issues. But the server is offline at the moment.

If you're going to have a server status on the first post, why not have a php script within the IMG tags, which echo's an Offline or Online text depending on the server status. That way you don't have to manually update the text to green or red.
I know you have the server page, just figured I'd mention it for the first post as well. :P
#1353
Quote from: Calin Leafshade on Thu 25/11/2010 06:26:57
An engine like this is not particularly *difficult* to make but it's still a fairly mammoth task considering its already been done for you.

Like I said though, I wouldn't be creating an engine. It would be mostly hard code scripting to make my own custom adventure game.
I would enjoy the challenge of doing it manually more than I would the convenience and user friendliness of AGS, as odd as that may sound.
#1354
Oh wow, I honestly didn't know that each room had a ShowPlayerCharacter option. Looks as though this option can't be changed during script though. What a shame.

So yes Stickman, as Monkey said, it is one possibility why your player character isn't visible (assuming Mike is your player character). You may have changed it to false in the room setup.
#1355
Hints & Tips / Re: jimmy the troublemaker
Thu 25/11/2010 04:10:13
You didn't like this thread and felt like creating a new one?  ::)
#1356
What are the starting coordinates of Mike, whom I'm assuming is the player character? It's possibly he is being drawn off the edge of the room background.

Also his view and loop may have a blank sprite.

On a side note: it's 'apartment' with only one P.


If Mike is the player character, you should set him as the player character. That way whatever room he is in, the game will change to that room.
#1357
Quote from: Calin Leafshade on Wed 24/11/2010 20:26:49
Since AGS is a pretty complete solution for a 2D point and click you are really just reinventing the wheel if you make your own engine.

I'll admit that creating my own adventure game without using an engine would definitely be an interesting idea and something I've been thinking about lately. There are so many nuisances with AGS when you start programming advanced features, that I would honestly rather make a game manually.

Things like music and sound effect stuttering during room loads really take away the ability to have cutscenes or quick room changes - also having to carry the player character back and forth is also a pain; obviously there are several workarounds, one being a dummy player character.

I could name off more than a dozen issues I have with programming in AGS since I started programming for Journey of Iesir. I love AGS but when it comes to advanced programming, you're almost better off doing it manually IF you have strong programming skills and only then. It would also be designed to how each game you're creating would work and not how 'other' games might work.

I would make a basic template for starting other adventure games, but keeping the custom features for that particular game as custom add ons. It would definitely take me ages to do since I'm only starting to learn C#.
#1358
If you're playing from the editor:
Go to Build -> Build EXE
Then Build -> Run Game Setup

Then you adjust the Graphics filter to 2x (or higher if you want).

Same with the setup files, change to 2x if you're not playing from the editor.
#1359
Apparently tomorrow he'll have the SMP damage/health working properly and updates sent out. Perhaps I'll start playing this for a bit again once that happens, I would love to battle some zombies with you all.

I think one of the Admins should build a small protective house around the spawn in case it is night time.
#1360
Critics' Lounge / Re: female character sprites
Tue 23/11/2010 17:32:19
It looks awesome Matti. I really want to play this game.

However from the front and slightly angled view, her nose and flat expression lips remind me of Michael Jackson.  Especially with the two really dark dots as nostrils.
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