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Messages - SSH

#1941
Please put this in the game's thread, or PM the author
#1942
Sorry, are you saying that other than the music stuttering when clicking off the window (which has always been something that happens with AGS AFAIK) it runs OK in a window?
#1943
Ah, OK. My test game didn't have this problem, as you could only leave the room from the frontmost walkable area which didn't mess with baselines anyway. I've fixed this in v1.02 which is up now.
#1944
I think you need to reduce the problem down to its basics. Ultimately, what you need is something that looks for you pressing the next key in sequence within a set period of time. As the game progresses, the period allowed reduces. It's kind of a special case of the classic "Simon" game, except the sequence is always the same, and the period is shorter.

You'd also want some kind of level tracker which decrements every time you fail and increments every time you succeed, then divide the level by, say, 5 to get the number of the animation which you need.

Also, you do realise that making love is more than just the rhythm, eh? ;)
#1945
Sorry, I don't think I can muster the enthusiasm to update it, since I never use it myself :P
#1946
You don't by any chance now have a dual-core CPU in there do you? AMD dual-cores used to give me this problem, and you can install a driver from the AMD website to help. Perhaps Intel dual cores may have a similar problem

#1947
Ooops, I think was was due to a last minute change in the way I calculated the scaling. I've uploaded the fixed module as v1.01
#1948
I set the baseline of the walkbehinds to the top of the hill, then whenever the character is behind the hill, I set the character baseline to be 1 less than the top of the hill, or to the actual y of the character, whichever is the smaller.
#1949
You could also try my new Downhill module which does the following things:

* Works for all characters
* Multiple downhill sections in one room
* Does the scaling too

One thing I found while writing it was that sometimes a character can step off the walkable area he is supposed to be on into a non-walkable area by one pixel, which can give a glitch in his scaling. I put a solution to workaround this in my module.
#1950
Following on from the issues in this thread, here is SSH's downhill module...

Lets you set some walkable areas as downhills, and assign Z values to walkable areas and walkbehinds, to let characters walk away from camera while actually increasing their Y.

Requires AGS 2.72

Download the Downhill module
Documentation for Downhill module
Module wiki page
#1951
Congrats, Krysis. I hope that my entry was the winner in the "Drawn by a real preschooler" category...
#1953
Can I ask why you use Graphical Variables, Da_Elf? Do you tend to do most of your stuff in the interaction editor?
#1954
Quote from: Ashen on Mon 27/11/2006 12:43:51
That seems like it's mostly done by the GlobalInt commands anyway. Why not just set up an enum or something to 'name' them?

Well, the idea was to make using named global ints easier for n00bs, and enums would probably make n00bs go all weak at the knees... ;)
#1955
It's possible, and I don't think anyone has done it. You'd need to put code like:

if (player==cLucasguy) {
  //Do stuff as in MI2 template
} else {
  // Do stuff from Default game
}

in each of the global functions like on_mouse_click...
#1956
I was wondering if people would find it useful to have a module that did something like:

Global.Set("contor", 0);
Global.Increment("contor");
if (Global.Get("contor")==1) {
  // do something
}

I kind of already have the infrastructure for this in my MultiResponse module, so I could probably knock this up in 2 shakes of a donkey's tail.
#1957
Or just click the "home" at the top of the forums after loading your forum bookmark.
#1958
Quote from: kantor_98 on Mon 27/11/2006 11:50:23

By the way: I try with “edit script header” for all the rooms, but it didn't work. How can be used a easier way to create a general user defined variable that will be used in ALL rooms ?




What do you mean "it didn't work"? That is what you are supposed to do...

Here's my instructions:

1. Variables must always be declared before they are used. They can be declared anywhere, but you can't use them until after they are declared. Therefore the easiest place to declare them is right at the top of your global script before any functions.

2. To use a global script variable in rooms, you must export it from the global script. This can be done anywhere AFTER the declaration of the variable, even on the next line if you like.

3. You must also import it to the rooms. The easiest way to do this is in the global header.

So put this at the top of your global script:
Code: ags

int contor;
export contor;


and put this anywhere in the global header:
Code: ags

import int contor;


It's that simple. #sectionstart/end does not affect it at all. You must put it before game_start if you use the variable in game_start. The export command must be outside any function.



Just to be clear, when khrisMUC says "you got several things wrong  there", below,  he's referring to kantor, not to me!
#1959
You may find the BackwardCompatibility module gives you some clues: its quite short, so just look at the code and apply it to the MMM pack, or use the module directly.
#1960
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