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Messages - Scarab

#361
Quote from: Khris on Sun 13/09/2009 23:04:15
Enough theory for now, but before I can help you with code: isn't the character supposed to stand on multiples of 16 + 8, as in 8, 24, 40, 56, ... so he's centered on the tile?

well, yes, but when learning how to code new things, I generally try to get something functional first, and then tweak it later.

So to change your code to return true for the half tile offset you could just change it to

Code: ags
  if (player.x % 16 == 8) {


right?

unless Im wrong there, i'll probably be able to get a fair few of the major functions working tonight.

scar
#362
I have been trying to impliment a basic form of the movement code

Code: ags

 if  (IsKeyPressed(372) == 1)
 {
   player.WalkStraight(player.x, player.y-16);
  }
 else if (IsKeyPressed(377) == 1)
 {
   player.WalkStraight(player.x+16, player.y);
   }
 else if (IsKeyPressed(380) == 1)
 {
   player.WalkStraight(player.x, player.y+16);
   }
 else if (IsKeyPressed(375) == 1)
 {
   player.WalkStraight(player.x-16, player.y);
   }
 }


and it started to get out of sinc with the tiles, so I added the following to the room's repeatedly execute:

Code: ags


if ((player.Moving == false)) //&& (player.x/16 != 1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20))
//checks to see if the player is moving, and if not, checks to see if it is on a co-ordinate point
//not sure yet if this will give the right co-ordinates, but that can be tweaked after the code is working 
{
player.Move((((FloatToInt(player.x/16)*16), player.y);
 }


This causes the problem "Runtime error: unexpected eof", in room1.asc, line -10
is there anyone who knows what this means?

the manual says:
EOF property
(Formerly known as FileIsEOF, which is now obsolete)

readonly bool File.EOF

Checks whether the specified file has had all its data read. This is only useful with files opened for reading. It returns 1 if the entire contents of the file has now been read, or 0 if not.


I dont see how it would be causing that though.
HELP!
peace


Scar


@ Khris:
Thats a nice idea with the walkable areas, but I personally like the feel of moving from tile to tile, as free motion with tiles can cause annoying mobility problems like when you are only just blocked by an obsticle, whereas with tile-by-tile motion, its always obvious whats in your path.
however, if youre using a mouse for motion then the picture changes. A good pathfinder removes that problem and in that case I think it would look smoother than a tile-by-tile pathfinder.
#363
Lol, that line about the wobbly desk is so harsh
#364
Ah I think I understand how to use this, but what would I need to do to find out which tile the player character was on? I thought about dividing the player.x and player.y by 16 (the tile dimensions) but then I would be left with a decimal. Is there a way to floor the number returned from (player.x)/16? Becaue the only way I see this tile engine being able to work is if I can run some sort of GetTile function on the player co-ordinates either in the repeatedly execute or every time he reaches the stationary point of the tile. Then I can run the above functions on the surrounding tiles.

Scar
#365

OH GOD ITS Evil Bulbapuck! Everybody RUUUUUUUN!

and @ Wyz, is it just me, or is your above post confusing... unless its some kind of anagram.....

AHA!

Icemen Reverence: a teletext plot to wed a ewe... blow her to smithereens... oomph, lay limp....

I'm on to you... Teletext man
#366
Hokay,
I have learned how to use the DrawingSurface functions to draw out all my tiles (the code being messy, but it works.(I have to SetTile each tile individually)), however, I dont know how to make a GetTile function that will work out what tile the player character is on.

My plan for the movement is essentially to check wether or not the tiles above, below, left and right of the character are walkable every time the player moves into the centre of the tile, and use character[].changeroom to occupy the tiles if they are not walkable.

I will probably work out how to walk one tile at a time on my own eventually, but it would be really good if someone could point me in the right direction. (I remember seeing it in a thread a while ago, but I have been unable to track it down thus far.)

I was looking at the code Here, but I haven't been able to make it work..:(

I'm eager to do all the hard yards myself here, but I've hit a roadblock, and just if anyone with a bit more coding experience than me (that is to say, coding experience>0) could give me a leg up here that would be great.
As always, any help is appreciated.
Peace 8)
Scar
#367
The Rumpus Room / Re: The MSPaint game
Mon 07/09/2009 16:00:53



Next: what you get when you cross a brown chicken with a brown cow...
#368
Because I came by a ..... Stalactite!
Who put that there? and why are there perfectly round shaped balls of fungi growing on it? These are the questions that plagued me to the extent that I lost interest in the game. :P



Peace 8)
Scar.
#369
Well what you could do is make it so the pictures on the buttons change to words when you mouse over it, thats what I'm doing for my game, as I was unsatisfied with the clarity of the pictures on the buttons like Look and Inventory, and I feel it helps to get rid of any grey area with the understandability. ProgZ's edit would work well though, so its just a thought.

Peace
Scar.
#370
I'd love it if someone's entry was just the head bobbing, a-la Night at the Roxbury.
#371
Critics' Lounge / Re: game GUI
Thu 03/09/2009 11:46:21
One thing you could do with the bar is just flip the book so it is facing the player, and then you could do what Dervish was saying, and have the book scroll up to view the inventory.
In fact, you could do that with all the GUIs, with the pages just flipping. I do like the whole post-it notes thing though.

What I thought when I first saw the Post-It GUI though was that the boxes for the Yes and No buttons seemed too stright and 'boxy' for the handwriting font. IMO it would add to the feel if the boxes around them looked like they had been drawn on.

Furthermore, on the hotspot banner, perhaps it would look more out of the way if it were in the corner than where it is now?

Anyway, great work so far.

Peace 8)
Scarab
#372
Hrrmm, I understand how the solution should work, but I keep getting no response when I click on the book.
Is there, by any chance, some fundamental thing that I'm missing here? When I first ran the script, the cursor changed just fine, but there was no response when I clicked on anything with the Interact cursor, even thought Look and Use were working fine.

I went to General Settings and changed 'Handle Inventory clicks in script' to true, and got the same result, except now nothing worked on the click.

Could I be putting these snippets of script in the wrong place or something? Because I cant seem to see why my new button is acting differently to the regular ones, even though all its settings are the same.

I also tried the above script with Usermode1, and had the same problem.

GRRR! I CAN'T FIND OUT WHAT'S WRONG!!


Ameature mistake, I forgot to activate the events :-[
thanks lsb
#373
OK, I tried searching for this, but to no avail, so if there is already a thread on this, please point me in the right direction.

My intention is to have an Inventory GUI which has Look, Use, and Interact as its buttons, but I can't get the Interact function to work, and just using   function iBook_Interact()  doesn't work because it just ends up being 'Use' and picks up the item.
The code I used to make my button work was
Code: ags
function btnInvInteract_OnClick(GUIControl *control, MouseButton button)
{
Mouse.Mode = eModeInteract;
}



The code I had which before I founf out in the manual that it doesn't work was
Code: ags
function iBook_Interact()
{
  
Display ("Feeling destructive, you tear a page out of the book");
player.AddInventory(iPage);
}


After searching the manual I was told that I had to use RunInteraction, and was given this code
Code: ags
InventoryItem.RunInteraction(CursorMode)

//And this example

if (button == eMouseLeftInv)
  inventory[game.inv_activated].RunInteraction(mouse.Mode);


which I can't figure out how to implement

please help
Peace 8)
Scarab
#374
Critics' Lounge / Re: Crit sprites please!
Sun 23/08/2009 19:03:59
I now have front and side views with shirt shading and a belt for the 3/4 view.
I'm really trying to get these finished and perfected quickly so I can begin the animation phase, so, as always, any suggestions are appreciated.




Problems with the side view I have been trying to fix but have been unable to thus far:
     Shoulders seem very square, and really don't match the others.
     The head looks quite different to front and mid, and I'm trying to find an alternative to a one pixel button-nose that looks good.
     I'm finding it hard to make the legs visibly seperate from one another whilst maintaining consistant shading.

Peace 8)
Scarab

P.s. I do realise that I basically said I don't like the head, torso and legs of the sprite, which is quite unfortunate considering the significant amount of time I have spent on the devious little emmerdeur. I need HELP!

#375
Critics' Lounge / Re: First Room
Fri 21/08/2009 20:39:53
Not bad for someone who claims to "not have an artist's visualisation skill" :P
The only thing I can say is that theres something not quite right about the boards at the base of the walls.
When I first looked at them I thought they were shadows or a darker floor, with the lighter part being a carpet, and didn't see it until I looked at the base of the door.

However; I like the brickwork, the steel door and the chair. I think they work well together.
Also, I think the blood needs to be more 'splattery', because if he was in the chair when it was spilt, then I think it would've gone further.

Overall: I like it
Peace 8)
Scarab
#376
Quote from: darthmonkey on Thu 20/08/2009 21:57:52
I'd like to move by mouse clicks to keep the interface standard.  Although, I could see how using the keyboard would make it fairly easy.

What do you mean by standard vs iso grid?

A regular grid goes up and down the page, like in the Pokémon games, whereas Isometric an grid is skewed at an angle (not quite diagonal, approx 30 degrees from the horizontal), like what you'd find in the Age of Empires games.
#377
I think it was great. When I was listening to it I felt completely in the scene. I don't know how you were planning to animate this, but what I was seeing in my head was a series of close up stills, not unlike the cutscenes from Trilby: Art of Theft, except with more character detail. I think this would work well because although it is interesting to listen to, there is quite a lot of text, so you won't feel like you're waiting around for the playing to begin, like I sometimes feel in a lot of games with spoken audio.

So yeah, sounds good.
Keep up the great work.
Peace ;D
Scarab
#378
Critics' Lounge / Re: Crit Me First Sproites
Sun 16/08/2009 16:29:29
Re-shaded his trousers, I was going for sort of a pattern on them but it didnt work put that well, so here he is: Malcolm, Mach III:



P.S. shading on shirt to come, it just ends up looking really awkward unless i find the perfect shade of grey to go with the white, oh, and can someone tell me how to fix the arms? They just look wierd to me...
C&C
Peace 8)
Scarab
#379
Critics' Lounge / Re: Crit Me First Sproites
Sun 16/08/2009 15:43:31
I have been working on these sprites a bit more. I completely re-did Malcolm, and MashPotato's paintover was so good I just decided to run with it for now. Below is Melanie with a new haircut, and a side view to match, and the new and improved Malcolm. C&C Please





Any help's appreciated
Peace 8)
Scarab
#380
So, as Phemar was saying, is the aim to make a serious story, or to try and stitch up the next person in line by raising more questions than you answer, and ending with things like:
"Plankton walked through the door and he saw the most amazing...".

I think it would be fun to have something like that, especially if there is an 'Adventure Game Parody' category.

Peace 8)
Scarab
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