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Messages - Ryan Timothy B

#1581
I could be wrong, but using your method Julius
Code: ags
nameofgui.setposition(mouse.x+1,mouse.y+1);

The game can crash if the room isn't scrolling and you move the mouse to the very right or bottom edge. 

Or at least it did for me the other week when I had a GUI following the mouse and it went off the background.  When the GUI left the 'background' it would crash.
#1582
I usually only critique if the work interests me, it's overall pleasing and shows obvious areas needing improvement.

I don't mind criticism at all, just as long as it's constructive.  For example, something like the player comment I had for Road Racer in the database can really stab a knife in your back -- at least the ending sentence of that post does.  The player obviously didn't know much about programming either, since he says "I suddenly realised that AGS is not a suitable engine for racing games.".  The only reasons why that game didn't flow smoothly like it should is because I was inexperienced with rotation, acceleration, collision, etc.  AGS did not hold me back, my knowledge did.


Now the criticism you got Calin, with McCarthy, I'm impressed you're still here making games and smiling.  If only Harg was capable of carrying half of the criticism you had to carry.  Overall it was definitely great constructive criticism, but sometimes even that, and the quantity of it, can really affect someone and their mood for making games.  Especially for what was just a free game.
#1583
I know, you'd think it would sort by ID number, which the lowest numbers would be the oldest releases.  I've also been quite confused by it and I can never rely on it as a correct timestamp.
Although only two games in my profile are in the wrong order of each other.  Yours on the other hand is crazy.
#1584
Khris was asking if you have admin rights with your Windows account which could be preventing the game from creating the files.
#1585
Critics' Lounge / Re: Trouble with Perspective
Sat 26/06/2010 23:27:09
Yay for the critiques lounge!
#1586
Well, you could always just change the label text whenever a bool is true.  Like:
Code: ags

label.Text = Game.GetLocationName(mouse.x, mouse.y);
if (lockedDoor && label.Text==hotspot[3].Name && player.Room==4) label.Text="Locked Door";


It could be all kept in the global script for organization, or simply just the room script.  Sure it's not as "professional" and seems like spaghetti coding, but it does work.  And there are instances where this could cause issues, but it could always be written better.
#1587
Critics' Lounge / Re: Trouble with Perspective
Sat 26/06/2010 04:59:37
Tsk Tsk Tsk Snake.  Now get in the corner!

No really, I didn't mean to sound like a kiddy school teacher.  Sorry if it came off that way.  Hehe (I may have been drinking during that post)
#1588
Sorry, I guess I explained that badly.  I meant that if the random degree ends up with 0 or 360, that would be the same degree (same x and y).  Not that I see this being a problem with whatever you have planned for this, I just figured I'd mention it.

But if you wanted the random degree to not land on 0 and 360, for some reason, you simply do this:
Code: ags

degree = Random(359)+1;  //1 to 360
//or
degree = Random(359);  //0 to 359
#1589
I'm also confident it's a new issue, because I've had no problems doing this with previous versions.
#1590
Actually it doesn't.  I guess I didn't mention that.  You can click through all the text in the dialog while it's paused, then the dialog window will pop up again.

Even with the game paused, honestly, I don't expect it to skip any line of text, even the one it's on.  Whether the gui is covering it or not.
#1591
Yep.  Just first check to see if the dog isn't moving then you apply it.

But like I said earlier, if the Player that the dog is revolving around is moving, you won't be able to rely on Character.Walk since it'll cause a whole heap load of crap.  Unless the rope can stretch quite a bit but still having the dog constantly randomize in that radius around the character whenever it stops walking.
As for the math and radius, if you wanted a min and max radius you could always do something like this:
Code: ags

int radius = 50 + Random(50); //which would make the radius 50-100


Also with this, a Degree of 0 is the same as 360.  Just so ya know. :P


Oh, and if this is for a typical adventure game background with perspective, you'll know that the radius shouldn't appear on screen as a circle, more like an oval.  So depending on your perspective, something like this would work:
Code: ags

int x = FloatToInt(Maths.Cos(Maths.DegreesToRadians(IntToFloat(degrees)))*IntToFloat(radius));
int y = FloatToInt(Maths.Sin(Maths.DegreesToRadians(IntToFloat(degrees)))*IntToFloat(radius)) * 0.5;  //multiply by more or less


Multiply the Y by 0.5 (or whatever) to make the vertical height of the circle half or less/more depending on what you multiply it by.  Depending on your perspective.
#1592
Critics' Lounge / Re: Trouble with Perspective
Fri 25/06/2010 03:21:20
The stairs haven't been fixed, they're dead straight on as if it's a poster on a wall.  Meaning they appear to have no depth at all since the base of the stairs don't follow perspective. :P

Here's a very crude and still incorrect perspective, example.  The base should be brought out more, but at least it gives an indication that they are stairs and not cardboard.

#1593
One way to do this would be to use cosine and sine, radius and degrees (converted to radians).
Code: ags

  x = FloatToInt(Maths.Cos(Maths.DegreesToRadians(degrees))*radius); //x
  y = FloatToInt(Maths.Sin(Maths.DegreesToRadians(degrees))*radius); //y


Where radius would be 100, and degrees could be a random number from 0-360.  You could also randomize the radius from 0-100 if you wanted the dog to not only randomize it's movement to the outer edges.
Then for the dog's location you do this:
Code: ags

cDog.Walk(player.x+x, player.y+y, eNoBlock);


Obviously, if the character is walking around at the same time as dog, you'll have to use your own custom walking function instead of AGS's, because it can cause issues.  Or you could just check if the character and dog is not within 100 distance anymore and have the dog start following the character as if the leash got tight and it's being led along.
#1594
So did that solve your issue?

And yeah, I know what that's like.  Things I would normally think were easy with CSS for webpages are driving me insane today! :D
#1595
If I were to guess, I'd say it's because you're using "move" when the character isn't on walkable areas.  Is there a reason you're not just changing it's X coords?  :P
Code: ags

cDispatcherA.x=1000;
#1597
That's like asking: What was first, human or embryo?
If you think about it, it's basically the same question.
#1598
Drive by Ben's house and egg it!  It's fun for the whole family!
#1599
I feel for these kids who think their 'homies' and drugs are more important than their education.
GearGames, are you black?
#1600
Works like a charm, Garage.  I had searched through all the game variables since that's where some other skipping speech variables are, I didn't know there would be some that weren't the extension of "game.".


CJ, I still believe clicking through speech should be disabled on the AGS end while the game is paused.  Especially if it were a GUI that was covering most of the screen and pausing the game while shown, people wouldn't know they are skipping speech when they click off to the side.
You can also still select Dialog options while the game is paused, but I'm willing to let that one slide.
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