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Messages - Ryan Timothy B

#1601
I am pausing the game using  PauseGame()  or by using a GUI that pauses the game while shown, but speech still skips with the mouse.

How do I avoid this?  I mainly wanted the game to pause with the space bar so that when the players are reading text from characters, they can read it at their own speed.  Or pause it whenever they need to.  But I definitely don't want the speech to skip and also the Dialog showing up if the speech is skipped.

To me this should be considered a glitch, unless there is some kind of game variable that I'm overlooking.
#1602
I also agree with anian with having an in between perspective from Ali's and Steve's.
#1603
Since Progz was mentioning issues with GUI's.  Why is it that when you change the X and Y coords of the GUI it causes an error if the GUI is off the room background?  Very frustrating.  I'm always having to check the X or Y coords plus width and height of GUI to find out if it's off the screen before changing it's position.  So instead of changing it's X and Y if it'll be off screen, I just change it's visiblity to false until it comes back on screen.
#1604
I'm assuming the verbs are buttons on the verb coin.  You'll want to use:
Code: ags

Button.Animate(view, loop, delay, RepeatStyle)


Check it out in the manual if you need assistance with it.
#1605
Answer to question 1, use:
Code: ags

Game.SpriteWidth[object[0].Graphic]


You could then divide the width in half and subtract it from the X.  Or whatever you end up doing with the object to have it centered.
#1606
Sorry, I didn't really mean that you 'had' to delete them.  But it's good practice considering AGS will save both sprites on Game saves, even though it really doesn't need to save the smaller one.  You could have longer save times, longer load times.  It will also haul that sprite around indefinitely while the game is running unless you delete it.

As I said, it may actually not even be noticeable if you didn't delete that smaller screen shot when it's not needed.  I just figure since it's a GUI that is not visible all the time, it was worth mentioning.
#1607
I haven't played with the save game screenshot much.  I would save the larger version but only downsize it when it's needed; for instance when the GUI opens or you select a save game.  Of course you'd have to store the sprite in a temporary dynamic sprite variable, and delete it once it's not visible/needed anymore.

Code: ags

DynamicSprite* shrunkenScreenShot;


Just don't forget. There is no sense in carrying a sprite in the ram for no reason if it's not being used anymore.
Code: ags

shrunkenScreenShot.Delete();
#1608
Right on.  Thanks CJ for considering it.
At the moment I'm working with a team on a game with just absolutely beautiful graphics.  I'm the programmer and I'm super picky with just about everything. So any little visual touch up like me being able to auto tween the tint or light level per character would make the transition so smooth and worthwhile. 

So yes, Character.LightLevel or whichever would make an excellent addition in my eyes.
#1609
General Discussion / Re: Math Question!
Sat 12/06/2010 17:35:37
Oh wow I didn't even think of using a line equation.  Doh.  I was thinking there would be some crazy math formula to solve for it. :P
I'll give it a whirl tonight once I'm done work.  Thanks.
#1610
I definitely could've as Ouxx has already pointed out too :P - but of course I already knew about it.  I literally just pointed this out because it bothered me that a static int couldn't be used when its value never changes once the game builds.  It's the only reason why I pointed it out.  Whether it gets fixed or not or is even worthy of the attention is another story.
#1611
General Discussion / Re: Math Question!
Sat 12/06/2010 04:26:35
Sorry, I hate to ask here again but it always takes me ages to find something that I'm looking for with Google for anything that involves math I'm unfamiliar with.

Basically I have 2 lines.  They could go on for infinite, not sure if that information matters or not.  But it's basically just within a square and once it leaves that square it doesn't matter anymore (which is the easy part).

Here's an image:

The black lines are the 2 lines.  I basically need to find out if a point is within these lines (in the red area) or not.

Does anyone know what math solution I should use, a link to a math website explaining this, or even simply just what terms I should be using in my Google search?
Thanks!
#1612
I'm saying that since Game.InventoryItemCount is a Static int that never changes once the game builds (unless I'm wrong), I see no reasons why it wouldn't work to declare the size of an array at build.

Anyway, I made a work around that didn't even need arrays.  I actually used a view.
#1613
Does it matter?

Anyway, basically this:
Code: ags

int test[Game.InventoryItemCount];
#1614
This isn't a big issue but it should work since it's a static int.

I was trying to create an array using Game.InventoryItemCount as the size but it says "Array size must be constant value".  But it is defined at build and never changed.

Edit: Changed thread title
#1615
Curious since you seem to be having the same issues as me with the keyboard, do you have an HP laptop?
#1616
Hey Dave.  Yeah I've played around with tinting it white, but the closest I can get is a brighter grayed out version of the character.


Anyway, what I'm basically suggesting would be the ability to control the character's light level.  character.LightLevel
Or even better, a reworked tint feature that does the light level as well as colored tint.  That way you can tint your character and change it's light level at the same time. 

As I see it the tint feature right now, it's completely confusing and doesn't offer too much.  Especially since the character.Tint feature has Luminance but the region tint does not.  Perhaps Luminance could be added to the region tint and it could be used to lighten and darken the character just like Light Level (0-200).

As it is now, from what I've read in the manual and played with myself, you can only do one or the other in a region.  Which is changing either the Light Level or the Tint.
#1617
General Discussion / Re: Oops. Close please
Fri 11/06/2010 14:52:08
AFAIK, members can't lock or remove their own threads.  Only when they've been given a different status like Moderator, Panel Rating, Awards Committee, etc; but it's limited to only their own threads.  Except for moderator who I believe is limited to his own Board section unless it's a global moderator like Andail etc.
#1618
I have that keyboard glitch but it happens when I press CTRL then ESC doesn't work anymore.  I've asked the other people on my team to try it and it does not affect them.  It's either an OS issue (I'm using win7) or computer issue with my laptop and its keyboard.
#1619
General Discussion / Re: Acts of gord!
Wed 09/06/2010 22:59:39
Yeah I believe half of his stories are touched up with some fictional salt. :P
#1620
Quote from: Pumaman on Tue 08/06/2010 22:06:04
The Light Level is a separate option which can brighten the character but doesn't support colour tinting.

So the question is: how can you manually control the light level on the character in the same way the region light level affects the character?  I want to make the character's light level tween into the target light level instead of A: it suddenly snapping into the new brightness/darkness, or B: needing to create a few outer regions to ease the character into the new light.

Obviously I could change the region itself at run time, but since there are multiple characters walking and doing their thing it wouldn't be an effective solution.
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