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Messages - Samwise

#41
Thank you, I'll try that.

It won't solve the walking glitches though, as they happen randomly.

Edit: I found out that the walking problem occurs every time I walk my player character down exactly after he'd faced forward at talked "to the camera".
#42
I've got only one function on the global repeatedly_exceute, and nothing in the repeatedly_exceute script of the room where it happens the most.  I'm pretty sure that it's not what causing the problem.

It does look like the character view is locked, but when I command the player to walk again, he returns to walk normally and everything is fine.

Another rare problem I'm having, which happen even less, is that the music "jumps" every now and then (like a bad audio CD often does).  Maybe these two problems are connected, and it's a memory issue or something like that?

These problems aren't severe, but they're a little annoying and making the game look less professional.

#43
It happens every 10 minutes or so, usually in the beginning of the game.

I wouldn't mind uploading the game, but it's about 500MB, or 200MB in a zip file...
#44
No, it usually happens in screens with very wide walkable areas.
#45
Hello,

I've got the strangest bug happening while I'm roaming around with my player character.  Every once in a while (let's say 10 minutes of gameplay or so), the player walks for several seconds (until he reaches his pointed destination) WITHOUT ANIMATION - "floating" while he's stuck on a single frame.  And then, when I tell him to go to a different place, he walks there just fine!

This is very strange because except one place (the game's first screen, where this bug tends to happen a lot), this temporary glitch seems to occur randomly.  It usually happens when I walk the player down ("forward"). 

The views/loops/frames are defined as they should be, I didn't forget to unlock any views etc., so I can't figure out what causes the problem.  Anyone has an idea?

Jonathan

#46
That might ease the problem, but will definitely not solve it...  Anyway, I truly appreciate all your help in this matter.

Jonathan
#47
No, that last line didn't do the trick  :(

From my (very) basic understanding, it appears that the only way to solve this issue the way you suggested is to create new "float" functions for this module, which will replace the "int" CharacterScaling and the GetScalingAt properties.  But I'm afraid my scripting skills are way too timited to solve this problem myself.  Could you please try again to help me out with this one?

#48
Hi, and thank you so much,

What you suggested did solve a PART of the problem.  The NPC's scaling does change when the NPC walks on the Y pivot, but his size doesn't change in a continuous matter, but rather in broken "jumps".  Unfortunately, it looks terrible.

Perhaps this is caused beacuse the equation that calculates the scaling works with whole numbers, and not with decimal fractions?  I'm not sure.  I'd really appreciate if you could check this one out.






#49
I'm having some trouble with this great module - apparently it doesn't support the Y pivot correctly.  In the beginning (e.g. when a room loads) it does resize the characters according to the room scaling & the individual scaling like it should do, but when an NPC is starting to walk up or down, the NPC stays in the same size - his scaling doesn't change at all.

Could you PLEASE modify the module?  It's my only hope...  :'(
#50
1. Many thanks.  Now that you've mention it, it sounds so elementary...  :D

2. I'm not sure about it, but I think I'll try your other suggestion first.

3. Someone has an idea?




#51
KhrisMUC, thank you very much for your feedback,
but:

1. This is actually what I'm doing, but it doesn't work.  Here's an example to a script I'm using (OSER is the player character):

if (NogaHasRegistration == 1) {
   character[OSER].Walk(180, 209, eBlock);
   character[OSER].LockView(7);
   character[OSER].Animate(11, 4, 0, eNoBlock);
   Wait(20);
   character[OSER].UnlockView();
   character[NOGA].LockView(30);
   character[NOGA].Animate(10, 6, 0, eBlock);
   character[NOGA].UnlockView();
   character[OSER].FaceLocation(character[OSER].x + 50, character[OSER].y , eBlock);
   character[NOGA].Say("&4301");
   character[OSER].Say("&4336");
   character[OSER].FaceLocation(character[OSER].x, character[OSER].y + 50 , eBlock);
}

2. I think I understand the meaning of your second suggestion, but I don't know how to do it, can you be more specific?  The first suggestion is a good idea, but it will cause problems because all the characters are scaled in relation to the walkable areas.
EDIT: I found out you've already answered a similar question: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29369.0
I'll try to figure it out from there.

3. Yes, I'm sure.  Sometimes this problem happens and sometimes not - in scripts that use the same methods - and I just don't know what to do...

#52
Good morning,

I've got several problems with character animation:

1. I'm having a hard time understanding non-blocking scripts, even after reading the "understanding blocking scripts" section of the manual and reading some posts here.  What I'm trying to do is to have the player give (physically) something to an NPC, and having the NPC simultaneously reaching his hand and taking it after less then a second (say, wait(20)).  Could anybody show me around how to do that?

2. In several ocassions I'd like to "freeze" the player, so he won't be able to WALK anywhere, but WILL be able to look, talk and interact.  I've figure out StopMoving is not the right function, so how can this thing be done?

3. Sometimes, when I run a "talk to character" script on an NPC who's standing above the player, the player is talking to him (facing up), but occasionally faces to the side for a while in the middle of the scripts, then returning to face up.
Notice that all my "talk to character" scripts begin with the player walking until he's below the NPC, and then facing him ( character[EGO].FaceLocation(character[EGO].x, character[EGO].y - 50 , eBlock); )

Any help will be highly appreciated...
#53
I see.  I guess it's the best that can be done.
#54
So basically, you can't use shadows and tint for the same character, right?

The thing is, I'm trying to make the character less red, and a little brighter, at the same time.

cOser.Tint(85, 100, 100, 22, 110);  won't work, because for some reason the luminance can't be more than 100.

Is there any way to "trick" the system to do that?
#55
Thank you, this is a great feature I wasn't aware of.  I'll try it out.

EDIT:
Well, I applied the tint thing to my main character in the global script.  It works fine, but when I run the game it seems that the light level I previously applied in the regions isn't working anymore (i. e. no shadows/lights).
#56
I see this topic is two years old - is it still not possible to use colour tint & light level at the same time?

I've tried to do that, but no luck yet.

The thing is, I want all the characters (or at least my main character) to become 10% lighter and -15% bluer, without having to import hundreds of sprites again.  Is it possible to achieve that way or another?


#57
I was working with different MP3 codecs.

Maybe it should be mentioned in the manual or something to keep people from mistakes (sorry if it's there and I missed it).
#58
I've converted all the speech files to OGG, and now everything seems to work.

Does the program has a known problem of MP3 support?  I'd rather work with MP3.
#59
Great initiative!  I hope to do that as well when my game is done.
#60
Heh, that was actually pretty funny...    ::)
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