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Messages - Scummbuddy

#2141
This reminds me of the movies my friends make, with us blowing up fireworks and Army men.

http://media.ebaumsworld.com/firemelon.wmv
#2142
Great, I'm a freakin' moderator,and the edit ability won't work right now, so I'll just Double Post..... (dont follow me)

This answer is easily found in the AGS Manual/Help File.  Room/Screen Functions. Please do give that manual a once over at least, so things are fresh in your mind.
#2143
that would only be okay for the first room they appear in, but for other cases...

NewRoomEx
NewRoomEx (int room_number, int x, int y)

Identical to NewRoom, except that the player character is placed at co-ordinates (X,Y) in the new room.
Example:

NewRoomEx(4,100,50);

will move the player character to room 4 and also place him at coordinates 100,50.
See Also: NewRoom
#2144
General Discussion / Re:FOREGO results
Thu 29/01/2004 07:54:56
Hmm... I coulda sworn my buddy TerranRich was nominated for #3....

I really like the site.  I like the idea of the awards as well. I like that you put our avatars up there as well.
#2145
1. http://www.juncmodule.com/juncSource.html
or http://www.sylpher.com/ig/
2.  haha, ergo... inside joke here on the forums... its EGO btw.  hmm, we may need more info on this from you.
3. Printscreen on their whatever character view sheet they have (I don't know what they use). Then go to MSPaint, and Ctrl-V, and then edit them.
#2146
well, even if this isnt for crit on the sky, just having it there and empty makes the image look poorer ( no offense) just saying that if we crop the top out of our mind, it does make it look better for now.  I do hope you add to the sky.
And I do agree that maybe adding a sign on the end, or on top of the end of the pagoda
#2147
If you are doing an animation, you could have the "footstep sound"  of certain sprites be whatever sound you want them to be, and just happen to have the rest of the music playing in the background.
#2148
Its not caused by that 2054... although I did change the cursor, i overwrote them with my own graphics, and I changed some mudane (random) sprite to 2054, and tried test game, and it didn't work. weird things
#2149
whipping out my wacom right now. thanks for this cool link. i hope to post something soon
#2150
It's been awhile, but this was suggested and talked about before. Last I remember, it was just put away on the future file.
#2151
maybe youll have to take out all the sound files and zip it. if that would lead to crashing, then find the smallest wav sound you can find and copy it as many times as you have sound files in the game. move all of your original sound wave files to a safe folder away, and "replace" them in the other folder with the new small wav file and name them accordingly, then zip
#2152
prehaps you should compile what you have of the game, and zip it ready to send to chris for when he gets back. ill go ahead and move this.
#2153
The good ol' Segway Template I've been hearing about.  (hint, hint for title)

When I get a moment tomorrow, I'll test this puppy out.  It sounds very interesting and I forsee its use in future games already.
#2154
But that would only give it where it was placed on whatever GUI it was on.  

I don't remember quite how to do this, and until someone else comes along and tells you about finding the cursors' position, and then making a label pop up with the @OVERHOTSPOT@ within it at -5(cursorX) and -5(cursorY), you can always check out one of these templates with a new game, just so you get a sense of how to work it.  Get the Monkey Island style one, and look at the map screen, and the specific GUI for it.

http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=6642;start=msg122548#msg122548
#2155
how much time do you give the player in the one room before jumping to the other room, what i could think is that the previous rooms' walkbehinds are being moved into the new room as if they were put in there. this may be moved to the main tech forum in a day after more clarification.
#2156
Beginners' Technical Questions / Re:Plugins.
Sat 17/01/2004 07:25:11
http://www.agsforums.com/games.php?action=detail&id=187

on this page, do the 'right click, save as" and tell us if that works for you.

maybe a-v-o is having some trouble with webspace. i could be wrong.



and for the scrolling plug in, post questions here:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=4286
#2157
for number 2

just have a global int keeping track of wheter or not you have an object or none at all. Then refer to the global int to see what you want
#2158
A very large welcome to our wonderful community. Drink the cult-juice, and you'll be on your way.  ;)

You may not need to go buy expensive art books when you can just take advantage of all of us and the wonderful tutorials that we have linked to in the critics lounge, and just hang out and you'll hear all sorts of comments on art, plus we have minor competitions which are an excellent way to jump into the art genre. All we ask is if you have any contributions to the community, don't be shy, post some helping code, offer suggestions, and have my girl back by 10... sharp.
#2159
---------------------------
Adventure Game Studio
---------------------------
An error has occured. Please contact the game author for support, as this
is likely to be a scripting error and not a bug in AGS.
(ACI version 2.60.697)

Error: A text script run in the Player Enters Screen event caused the
screen to be updated. If you need to use Wait(), do so in After Fadein

---------------------------
OK  
---------------------------

I'm still using the older MI Template, I'm preparting to update.  I'm not sure what its talking about though. It happens just when I hit TestGame, and before any room pops up(even though the screen goes black, and then comes back with this message. I've checked the code in the first room and there isn't any Waits in there except where you put them in your original code, in the after fade in.
#2160
From my computer: the Smart Scroll code plus a question and its answer taken from this forums.  Hope you still need it, as I would too like to see it implemented
-----------------------------
#define DISTANCE_FROM_EDGE 30
#define SCROLL_SPEED       2
#define SCROLL_MUL         3
#define SCROLL_DIV         4

int RoomWidth;
int ScreenWidth;
int ScreenWidthHalf;
int ScrollDistance;
int MaxViewportX;
int ViewportTargetX;

function on_event (int event, int data)
{
 // SmartScrolling - start
 int room;
 int CharacterX;
 if (event == ENTER_ROOM)
 {
   room = character [GetPlayerCharacter()].room;
   RoomWidth = game.room_width;
   ScreenWidth = 320;
   if (RoomWidth > ScreenWidth)
   {
     ScreenWidthHalf = ScreenWidth / 2;
     ScrollDistance = ScreenWidth * SCROLL_MUL / SCROLL_DIV;
     MaxViewportX = RoomWidth - ScreenWidth;
     CharacterX = character [GetPlayerCharacter()].x;
     if (CharacterX < ScreenWidthHalf) ViewportTargetX = 0;
     else if (CharacterX > RoomWidth - ScreenWidthHalf) ViewportTargetX = MaxViewportX;
     else ViewportTargetX = CharacterX - ScreenWidthHalf;
     SetViewport (ViewportTargetX, 0);
   }
   else ReleaseViewport ();
 }
 // SmartScrolling - end
}

function SmartScrolling ()
{
 int vpx, crx;
 if (RoomWidth > ScreenWidth)
 {
   vpx = GetViewportX();
   if (vpx == ViewportTargetX)
   {
     crx = character [GetPlayerCharacter()].x - vpx;
     if (crx < DISTANCE_FROM_EDGE)
     {
       ViewportTargetX = vpx - ScrollDistance;
       if (ViewportTargetX < 0) ViewportTargetX = 0;
     }
     else
     {
       crx = ScreenWidth - crx;
       if (crx < DISTANCE_FROM_EDGE)
       {
         ViewportTargetX = vpx + ScrollDistance;
         if (ViewportTargetX > MaxViewportX) ViewportTargetX = MaxViewportX;
       }
     }
   }
   if (vpx < ViewportTargetX)
   {
     vpx += SCROLL_SPEED;
     if (vpx > ViewportTargetX) vpx = ViewportTargetX;
     SetViewport (vpx, 0);
   }
   else if (vpx > ViewportTargetX)
   {
     vpx -= SCROLL_SPEED;
     if (vpx < ViewportTargetX) vpx = ViewportTargetX;
     SetViewport (vpx, 0);
   }
 }
}

function StopScrolling ()
{
 ViewportTargetX = GetViewportX ();
}

function repeatedly_execute()
{
 // put anything you want to happen every game cycle here

 // SmartScrolling - start
 SmartScrolling ();
 // SmartScrolling - end
}

function on_mouse_click(int button)
{
 // called when a mouse button is clicked. button is either LEFT or RIGHT
 if (IsGamePaused() == 1)
 {
   // Game is paused, so do nothing (ie. don't allow mouse click)
 }
 else if (button == LEFT)
 {
   // SmartScrolling - start
   StopScrolling ();
   // SmartScrolling - end
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }
 else
 {
   // right-click, so cycle cursor
   SetNextCursorMode();
 }
}

------------------------------

what's scroll mul and scroll div?

here's a trick I learned:

while(character[GetPlayerCharacter()].walking) {
SmartScrolling();
Wait(1);
}


------------------------

Quote from: netmonkey on 18 Mar 2003, 13:47
what's scroll mul and scroll div?

In the previous script when the scrolling finished then the character was in the middle of the screen. After walking over less than half of the screen scrolling started again. With mul/div you can adjust the position. With mul/div = 1/2 the character will be in the middle of the screen. With mul/div = 3/4 it will end so that if the character continues its way then it can walk over about 3/4 of the screen before scrolling starts again. Just try out 1/2 and 3/4 to see the difference.
(btw: 2/4 = 1/2 = 3/6 = ...)




[Edit] Now a-v-o has updated a site with the smart scrolling code, so it was pointless for me to put it up, if you guys still need it. http://a-v-o.privat.t-online.de/ags/
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