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Messages - Slasher

#2241
QuoteActually, I had invented a nice story overnight, but now the problem is how to make a very short game of it.
Well, you have the scripting skills, Crimson which would definitely shorten the time taken to make a game. I'm the fastest one-finger typist around here (laugh)

You say you have a 'nice story'... that's a start....

My 'Sprouts of evil' idea is from an old tv comedy (won't mention title (laugh)) and another idea from a well know comedy sci-fi film (won't mention title (laugh) ) Put the two together and you have elements for an adventure game...

Of course once you have A and C you then just need to add all the elements of B.  Simples (laugh)

I, among others would love to see you produce a game, however basic.

3 weeks to go.....and counting down (nod)

#2242
Does this help?

Dialog option display gui (x 0 y 0)


How it appears in-game (without changing options x y)

#2243
Sorry to confuse you Crimson (nod)

I have made enough dialog options to know a problem when I see it.

Anyhow, I got around it..

#2244

QuoteDid you make that black box in same way as I did in my test, as a 320x200 sprite with black box in center and then assigned it to the GUI
Box x centered on gui and Box y 20px down from top of gui.

I am using default template.
#2245
Quoteblack box in the middle of the screen, but the dialog options were written in the top-left corner, over transparent area.
Yes, i had that as well.

it's force of habit to do many gui's screen sized...

could this have been affecting the display?

cheers
#2246
It was definitely the correct gui to use for dialogs...and it did not display correctly until i used x y as previous post.


#2247
Hi Crimson

Game and custom dialog gui size are 320 x 200.

Gui transparent except Black Box positioned 30px from the top and centered on the gui. Black Box approx 150 x 130.

This gui with options was appearing along the bottom of the screen as per usual default (0)..

I had to completely re position this gui  (x y) for it to display as it should (using negative x).

As I said, strange...

#2248
Hi

ags 3.4.0.9

The editor is not obeying dialog positioning correctly.

In the settings i have made use dialog gui 12 for options.

All is correct. But when running, the dialog options gui shows up in the wrong place and fills the screens full width even though the background and options x y are correctly scripted.

Both in DD and D3D

32 Bit color
320 x 200

EDIT: To get the custom dialog (320 x 200) to display properly positioned I had to position the options gui  x 90, y -39 which makes it display a lot better. This was a strange behavior.

#2249
If I get enough free time my game will be titled:

'Sprouts of evil...'

(laugh)
#2250
The Rumpus Room / Re: What grinds my gears!
Fri 02/09/2016 06:40:49
What grinds my gears?

People who wear a big hat but produce nothing or very little (laugh)

In fact, anyone who wears a big hat but fails to deliver the goods (laugh)

People who promote very high-end yet end up with nothing (laugh)

When people don't take it as important/seriously as you (laugh)


#2251
Quite a number this month.

I will play them all....

Great work lads and good luck to you all (nod)
#2252
Critics' Lounge / Re: Feedback on game music
Thu 01/09/2016 14:17:29
Minor chords are melancholic (nod)

Being a guitar player defiantly helped with the notes (nod)
#2253
I'm not sure how your room actually looks but you could make the object the same way and size as you have made the room only it's an object instead of a room imported background. Make sure the said object lines up (x y) with the background itself so it covers all the room.

Splitting up into 4 views makes it easier to put in the frames.

And don't forget to make it Clickable=false;

See how it goes.

Good luck
#2254
I suppose you could make the objects as big as required and make a view and add the object frames there, perhaps spilting up onto 4 views and have each loop run the next loop etc etc...

it may well slow down the game but you could try a few and see how it goes.
#2255
As Snarky said.

You should have mentioned this in your first post...
#2256
As I said, it was an alternative way. What you have should work... when the player steps on the region it changes view to climbing, then when player steps off region the view changes back to walking. Have all climbing view loops been done?

There is usually something somewhere that is mucking this up, double check everything.

Also, if the regions walkable area is much wider than a vine it's going to look strange if you climb left or right (laugh)
#2257
Example of alternative method when walking onto and off the region (long way and it automatic)

Code: ags

if(player. View==1 && player.Loop==3){ // if player going up.. change loop to 0 if player going down.
player.StopMoving(); // As soon as player steps on region
player.LockView(8); // Changes player view to climbing when stepping on region
player.Animate(3, 4, eRepeat, eNoBlock)// animation loop 3 (up) will run until UnLockView(); 
player.Move(player.x,player.y-100,eBlock, eWalkableAreas); // player moves to y (change to y you require) before changing view back to walking view
player.UnLockView(); // player changes back to walk view 1
}
#2258
As per last post...

or even Lockview, Animate and auto Move to y is yet another option.

Either way the view should be as it was changed to!

If it still fails you should post here all the room code.
#2259
The codes are correct.

Check your views.

'Stand on' does not get passed the first frame.

There are a number of ways to carry out this operation...

Like: stop moving, change view, auto walk y, change view..
#2260
General Discussion / Re: RIP Gene Wilder
Tue 30/08/2016 12:59:18
"He said a dirty word" (laugh)

RIP Gene
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