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Messages - Ryan Timothy B

#1721
There are two ways of doing this (I've never done it myself, I'm reading from the manual and my own knowledge).
1: You can create different walking views with the same graphics, just different sounds for the footsteps.
2: You can manually change them depending on what region they're on by using ViewFrame.LinkedAudio.

The easier approach is to use number 1, if you're not that keen on scripting anything.

As for checking and changing the walking view or changing the ViewFrame.LinkedAudo, it should be done in Repeatedly Execute Always where it'll still change during blocking moments.  Look up repeatedly_execute_always in the manual.
#1722
QuoteI might add a user customized keys but I don't see a real benefit for this whole day of work
Main reason why I suggested it is because I thought you were planning on releasing the source code once it's done.

Also didn't dualnames create a module to change keys?  I know he offered it to me once, I'm just not sure if he actually made a module though.
#1723


He's missing an under shadow on that arm since it's bent up.  I also put a small kink in his elbow to try to show that it's bent and not straight as an arrow.
I like the new backpack edit, Xellie.
#1724
Korben Dallas.
It's definitely my favorite movie.
#1725
Definitely much better than the original stiff and vertically stretched version.

I don't really like the box on his back, especially in the Up view.  It seems awkward as though it's pushing into his neck.
His arm on the facing left view looks very scrawny compared to his bent arm.
#1726
QuoteMags ends on may the 1st.
Ahh, I've heard about your pre-rendered effects -- if that's what you're referring to.  Definitely not the route I enjoy going, it's all about the programming fun for me.
#1727
What's happening on May 1st?  A new AGS release with this supported?

Honestly though, I'd love for this to be answered: what is the purpose of the optional bool hasAlphaChannel in the DynamicSprite.Create if it doesn't seem to do anything?
#1728
This post is getting slightly old, but I'm basically doing the same thing.  After reading what GG said, what is the purpose of the optional bool hasAlphaChannel in the DynamicSprite.Create?

I've tried to create the sprite with the hasAlphaChannel set as true, and tried drawing sprites with alpha channels to it.  But they never show up.  The only way they show up is if the sprite doesn't have an alpha channel.  I'm also not drawing with transparency, which I know is definitely not supported.

How does everyone make rain effects and such when I can't even seem to be able to create a sprite and draw alpha channeled sprites to it?  Am I doing something wrong?

Code: ags

DynamicSprite* particleSprite;
//sprite variable


function room_RepExec()
{
  if (particle_count>0) {
    particleSprite = DynamicSprite.Create(200, 200, true);
    DrawingSurface *surface = particleSprite.GetDrawingSurface();
    int i;
    while (i<particle_count) {
      surface.DrawImage(p[i].x, p[i].y, 14);
      i++;
    }
    surface.Release();
    oDustParticles.Graphic=particleSprite.Graphic;
  }
}


Or is it seriously not possible to draw an alpha channeled sprite onto a created sprite?
Obviously the other solution is to draw them as solid pixels and just set the object's transparency.
#1729
You could probably argue it over Paypal... doubtful, but maybe.  But the idiot who purchases these games has to know it's freeware when they receive it.  Also the person might not try to sell it if the title screen says "freeware game".
#1730
QuoteThe need for your finger to be exactly over F for typing I don't understand (and neither why it would make a difference to have it be on D, one key to the left of F, as the move there is almost instant for any experienced player).
Because with your hand on ESDF your little finger now has access to QAZ and SHIFT.  I usually use A as my crouch button.  It's the easiest to press and/or hold while you can control around.  I also used to type quite often when I played online pc games, which happened to be Half-Life 1 -- until I moved to Consoles for all my gaming, just goes to show you how long ago I actually played games on my computer other than AGS games and such.

I'm not trying to convert people to the logical side of controls, I'm just saying that he should add fully customizable controls.  Abs, can setup the game in the control scheme he thinks is best for himself, and we can either adapt to that, or change it ourselves (if he actually adds fully customizable controls).
#1731
Also make sure you add fully customizable keys.
If you're using the left hand to control, for some odd reason the norm is to use WASD, when it would be more logical to use SDFE, which is what I use.  That way your little finger isn't useless by positioning itself on Caps Lock.  Also your other finger is resting on the nub on the F key, already in position for typing.
#1732
Lmao, nice hint.  I hope it's not.
#1733
Quotepixel perfection isn't possible with both methods
Not unless you write your own pixel perfect collision scripts.  But using Game.SpriteWidth or Game.SpriteHeight can get the rectangle boundaries.

I definitely agree with drawingsurface.  It's not all that hard to animate something by using drawingsurfaces.  You simply just need to have a counter per 'object' that once it hits the certain count it changes to the next frame.  If it's on the last frame of the loop, it starts back at the first frame - if it's supposed to repeat.
#1734
There is a teeny tiny glitch that happens to me at least once a day and I imagine it happens to a lot of other people as well.  I finally figured out yesterday how to recreate the issue each time, flawlessly.

When you hover your mouse over something (before or after the info box pops up) like so:


Then if you move your mouse to the top bar and click on a tab, this happens:


It will cover that area and won't let you click through it.  If you aren't quick enough, the box will appear where it's supposed to but still cover everything when you switch tabs.

The thing is, the damn box is not only opaque, it also steals clicks.  The only way to remove the info box is to unmaximize the application.  Minimizing it will actually have it be there still and it'll cover every other application, until you unminimize it.  Or you can click back onto the original script IF the hover box isn't covering it completely - which will also remove it.
#1735
Quote from: Dualnames on Sun 25/04/2010 17:27:02
It's supposed to be a trigger close up with the weapon looking up.

I'm not talking about the picture by Ricco, it doesn't resemble a vagina in any form.  I'm talking about the 2nd image by SinSin.
#1736
Quote from: abstauber on Sun 25/04/2010 14:45:50
and btw. yes, that's an actual in-game shot :)

All the enemies are floating!!  :=

I've filled out the survey the other day, and I totally think there should be super speed, strength, big guns, with wall jumping!
That would be the shit I tell ya!
#1737
Quote from: Captain Ricco on Sun 25/04/2010 03:51:26
I like that alien eye thingy... dont quite understand it though :P

Isn't it supposed to be some sort of bullet hole with blood coming down it?
Either way, looking at it quickly it definitely looks like a really poorly drawn vag.  I would definitely incinerate that image from your choices of title screens.
#1738
Quote from: monkey_05_06 on Sat 24/04/2010 15:46:19
Well the walkpaths having 2x2 pixels would seem rather silly since the pathfinder scales it down to 1/3.

But the walkpaths ARE 2x2.... ?  Me confused.  :P
#1739
Quote from: Calin Leafshade on Sat 24/04/2010 05:15:09
probably 4 times as much infact.
Argh, you're right.  I was thinking of angles and straight lines.  I guess that path finding algorithm does calculate "around" and check each grid area.  Doh.
#1740
General Discussion / Re: Evil Dead 4
Sat 24/04/2010 13:36:44
Quote from: R4L on Sat 24/04/2010 07:57:19
My thoughts exactly. Like a modern day Evil Dead.

With crazy-ass mouth fetishes!  Every scene something was going into that poor girl's mouth. lol
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