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Messages - Seventeen Uncles

#21
Advanced Technical Forum / Re: Zooming
Sun 09/11/2014 17:18:07
the tween module doesnt do quite what im looking for, rather than just make a specific character scale in relation to the rest of the scene (so it looks like the character is growing) im more looking for a universal zoom so that the viewport itself seems to be moving towards the scene.
#22
Advanced Technical Forum / Re: Zooming
Sun 09/11/2014 14:58:35
Quote from: Adeel S. Ahmed on Sat 08/11/2014 13:48:55
Tween Module might be what you're looking for. The demo also shows Roger zooming in and out.

Quote from: slasher on Sat 08/11/2014 21:01:05
Hi Seventeen Uncles,

I am presently using the tween module to zoom in and pan backgrounds using characters as you cannot use tween to do this with objects.

Recommended.

Thanks guys i'll give it a look, thanks for taking the time to reply.

I'll post the results here later for any future searchers :D
#23
Advanced Technical Forum / Zooming
Sat 08/11/2014 12:26:56
Hi there, considered putting this in the beginners forum but i think its more suited for here.

basicly what im looking to do is zoom in on a character during a particular room transition, then once that interaction is over return back to the starting room with the character in the same place, i'm fairly certain i'll be able to manage scripting saving the x/y coords of the character to return to the same place etc, but what im having trouble with is finding a plugin or a way to control the camera viewport or zoom.

I did find a reference to a zoom plugin but its quite old and the link/documenation no longer works, so im not even sure if its what im after. If you have any recommendations on this, or if its even possible within AGS i'd really appreciate it.

for some background if ive not made my intention clear above, my playable character is a dog, and theres a tick that lives on his head that you can talk to whenever you want. What I want to happen is for the camera to zoom in on the dogs head, do the room transition to a room where you have a conversation, then when this ends return to the startng room and zoom back out, just so its clear to the player where the conversation is taking place.
#24
Quote from: Gurok on Fri 24/10/2014 13:29:50
Waits are blocking and timers are rather fragile. Try a room variable instead (untested):

Code: ags

int turn;

function room_RepExec()
{
	int RandoDart;

	turn++;
	if(turn == 280)
		cTurtle.Animate(1, 50, eOnce, eNoBlock);
	else
		if(turn == 420)
		{
			oThrowDart.Transparency = 0;
			RandoDart = Random(2);
			if(RandoDart == 0) oThrowDart.Move(-100, 155, 8, eNoBlock, eAnywhere);
			if(RandoDart == 1) oThrowDart.Move(-100, 240, 8, eNoBlock, eAnywhere);
			if(RandoDart == 2) oThrowDart.Move(-100, 350, 8, eNoBlock, eAnywhere);
		}
		else
			if(turn == 500)
			{
				oThrowDart.Transparency = 100;
				oThrowDart.Move(614, 480, 10, eNoBlock, eAnywhere);
			}
			else
				if(turn == 580)
				{
					cTurtle.Animate(8, 50, eOnce, eNoBlock);
					turn = 0;
				}
}


works perfectly. i'll use room variables in future.

thanks very much!

#25
Hi Yall, just wrote some script for a NPC to throw a dart every few seconds, which should be happening in the background without any eBlock but something is causing one to happen (which would ruin the scene)

heres the code:

Code: ags

function room_Load()
{
  oThrowDart.Transparency = 100;
SetTimer(1, 280);
}


function room_RepExec()
{
if (IsTimerExpired(1)){
  int RandoDart;
cTurtle.Animate(1, 50, eOnce, eNoBlock);
Wait(140);
oThrowDart.Transparency =0;
RandoDart = Random(2);
  if (RandoDart == 0) oThrowDart.Move(-100, 155, 8, eNoBlock, eAnywhere);
  if (RandoDart == 1) oThrowDart.Move(-100, 240, 8, eNoBlock, eAnywhere);
  if (RandoDart == 2) oThrowDart.Move(-100, 350, 8, eNoBlock, eAnywhere);
  Wait(80);
  oThrowDart.Transparency=100; 
  oThrowDart.Move(614, 480, 10, eNoBlock, eAnywhere);
 Wait(80);
 cTurtle.Animate(8, 50, eOnce, eNoBlock);
 SetTimer(1, 280);
  }
}




which as you can see from
Code: ags
cTurtle.Animate(1, 50, eOnce, eNoBlock);
until
Code: ags
cTurtle.Animate(8, 50, eOnce, eNoBlock);
blocks player actions despite putting eNoBlock's all over the place.

is there any way around this?

thanks in advanace!
#27
Quote from: Crimson Wizard on Wed 15/10/2014 12:23:41
Did you set up "PopupYPos" properly? It is Y coordinate at which the mouse will trigger GUI.
"0" - does not popup;
"1" - the very top of the screen;
try to find coordinate that is convenient for player (so that it won't prevent them to click on room hotspots).

worked a treat, i was confusing the popupYpos with the actual position of the bar

thanks very much for your help
#28
making a simple GUI from scratch, inventory bar appear when mouse is at the top of the screen, but it doesnt seem to work.

when I set it to 'always on' or 'normal, initially on' it displays perfectly, and the inventory items display correctly, but setting it to 'When mouse moves to top of screen' doesnt seem to work (at all.)

is there anything else I need to put in the global script for this to work correctly?

many thanks

#29
I have a competition on tumblr at the moment to chose an animal of your choice to star in A Pug's Life.
http://www.seventeenuncles.com/post/99834349293/100-follower-pugs-life-competition

Opening this up for entries in this thread (If you have a tumblr feel free to enter there.)

So follow that link, read the details, and post your entries here in this thread!
#30
Quote from: selmiak on Thu 02/10/2014 21:21:49
now this looks intriguing
Is there a release date set already or do you have one in mind?

is that a pugcup? :D

Nah no date set, i'll have a demo out by the end of the year hopefully (sooner rather than later hopefully), then we'll see how it progresses from there.

Quote from: formica on Wed 01/10/2014 09:23:42
If the game is half as good as the teaser trailer I will definitely be playing  it (laugh)

i'll see what I can do! thanks for the interest

Quote from: Crimson Wizard on Tue 30/09/2014 21:34:19
Quote from: Seventeen Uncles on Tue 30/09/2014 19:50:23
Teaser Trailer
I love how the dog stares at human behind the camera after typing the last query (laugh).

im glad that joke worked, thanks for watching!
#31
also made this promo image tonight

#33
Brilliant, worked a treat thanks very much.
#34
Hi all another noob question from me. How do I trigger an event after a dialog has ended. ie after a dialog the NPC disapears. I've worked out by looking at the manual/wiki to use transparency and/or move to get rid of the NPC, but how can i trigger it to occur once the dialog has ended?

if i try and put it in the NPC talk function in the GlobalScript, regardless of if i put it after the dialog start code, it happens immediately upon speaking to the NPC rather than when the dialog has ended.

once again any help is greatly appreciated.
#35
Quote from: Gurok on Mon 15/09/2014 15:09:00
Putting it in your game_start function in your GlobalScript.asc should be enough. You can add this function if you don't already have it:

Code: ags
function game_start()
{
    Game.MinimumTextDisplayTimeMs = 5000;
}


game_start gets run as soon as the game starts (before the first room is loaded).

ah brilliant, found it and works perfect, thanks for your help.
#36
hi everyone, I know this is the beginner forum but apologies for such a silly question.

was looking for a way to extend the minimum amount of time short text displays for (ie "Hi!") and found the AGS manual entry for Game.MinimumTextDisplayTimeMs which is exactly what i need.

I cant however find out where you add or change these game-wide script funtions?

any help will be appreciated!

Thanks
#37
Quote from: Fitz on Sun 31/08/2014 19:18:24
This game gets more and more epic every time you post an update. Loving the character design :)
Quote from: Lasca on Sun 31/08/2014 19:23:15
The Dr's office and the snailhouse are both awesome!
Quote from: AprilSkies on Sun 31/08/2014 21:15:11
I also love the character design!
Really looking forward to play the demo!
The news that there will be a demo makes me feel excited. :)
Quote from: CaptainD on Sun 31/08/2014 21:18:21
This looks absolutely wonderful!


Thanks for the kind comments everyone, i'll try not to disapoint!

just a quick update to say ive updated the social media links:

Tumblr: www.seventeenuncles.com (www.seventeenuncles.tumblr.com)
Facebook: https://www.facebook.com/pages/Seventeen-Uncles-A-Pugs-Life/719504108118129
Twitter: https://twitter.com/SeventeenUncles
#38
Big Bumper update...







I only have 2 more ‘rooms' to draw before all the scenes are made for the first chapter (and what will become the demo.)

I'm going to complete the demo before doing any work on the rest of the game, for feedback etc.
#39
Quote from: Snarky on Tue 26/08/2014 13:55:50
I don't really get it. If I understand correctly, the rules are all announced already, so people could start working on their games now if they wanted. Is there a contest component to this that I'm missing?

The only motivation to keep to those two weeks seems to be that others may be sharing their progress with a hashtag, which might be inspirational, I guess?

???

You could pretty much cheat at any gamejam, just make a kickass game in advance and modify it to meet the criteria of the jam.

Generally speaking tho theyre all done in good faith as its just a bit of fun really.
#40
This just popped into my twitter feed:

QuoteCreate a Point and Click adventure in 15 Days.

The game can be of any size/length.
It must resemble the graphic style of a game from 80s/90s (LucasArts / Sierra / Delphine etc).
It must look / sound / feel / play as if it is from a retro system (of your choice) using it's respective palette and resolution.
It can use a SCUMM Verb/Object style system, or something of your own creation.
Activity Feed

Tweets with the hashtag #pointclickjam, screenshots, video uploads, and blog posts of jam games will be pulled into the feed while they're being worked on.

http://jams.gamejolt.io/pointandclickjam
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