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Messages - Slasher

#2621
This project has now been completed
#2622
General Discussion / Re: Sprite RPGs?
Tue 13/10/2015 18:40:07
i remember when Clickteam's multimedia fusion 2.5 was simply called klik n play back in the early nineties (laugh)
#2623
video Res 1024 738.. what size embed video in post is best?

#2624
Now looking for testers....

Bit slower than actual game play...
[embed=700,450]]http://youtu.be/QuGFTXcM5zI[/embed]


#2625
TweenPosition is ok for gui's and stuff, but is it really needed for your character in this inst? unless there is good reason?

it seems that you are going the hard way around something very basic.

Its also hard when you can't see it in action...
#2626
may i ask why you use move (assuming it's an charater) ?
#2627
What about if char at x y do this....?
#2628
Are we actually just talking about char 'walks-on' region?
#2629
Hi

i can't speak for ags 3.3.3 / Tween module v2.0.1  but i had this problem once. it was to do with the amount of pixels between char walking frames. it sometimes missed the regions commands. i had to look into char walk spd / ani delay to solve it.

secondly i find object collision a good way as an option.

hope you get it sorted ;)



#2630
General Discussion / Re: Sprite RPGs?
Mon 12/10/2015 12:04:14
Quotewhat would it take to put it together and start a working RPG? What programs would be used? I know it wouldn't be an easy process, I'm just looking for an idea.
AGS has its own scripting. It is fully documented. Most default scripts can be amended to suit and you can build your own functions and events. You can also use conditions. Much like other scripting languages really, like C.  There is a built-in help file within the editor itself to assist as well as having wiki and these forums to help. I must say that AGS is very user friendly.

It really depends on what you hope to achieve. AGS can do most things but some things may not be so easy to achieve.

Combat games can be made but tend to be rather complex in the making.

Many people do in fact make rgp games.

It should be noted that the main platform is windows.

Best of luck ;)

#2631
Looking real good (nod)

be seeing 'yer (laugh)
#2632
Updated screenshots with new gui:





Can you sort out problems that come your way? );

Game progress: 90% and counting....(laugh)


#2633
General Discussion / Re: Goodbye MAGS
Sat 10/10/2015 15:52:51
The best of luck with your life decisions and of course good luck to Stupot ;)
#2634
My thoughts on your post are this:

You need to have a backbone and the need/want 'to-do' to make games.

Far too many people never get to make a game because they either don't have a backbone or the need/want 'to-do' or are attempting things way beyond their capabilities. It never ceases to amaze me the amount of newbies that want to me mr gilbert with their first game (laugh)

On top of this are your own circumstances like time restrictions, lack of ideas, enthusiasm etc etc

For me it was through an illness that nearly took my life and much of my memory (failure to recall certain things). While i'm a lot better these days with my memory almost intact i know the price of everyday you have life. So procrastination is not on my agenda.

While i always had to refer to my own saved scripting files (yes, i made a filing system of useful scripts) so now i don't have to look at them so much as i can remember. My system for keeping scripts is a great way to learn.

Referring to your one game a month:

keep them simple (maybe one / four rooms)
have a basic idea of the game and the outcome
keep characters to the minimum (maybe one or two)
add a few well thought out puzzles
keep within your learning boundaries but stretch one or two
use a different techniques for each game (build up a repertoire)
don't stretch yourself too far but stretch a little with each new game
above all have enthusiasm and determination to complete them.

i've had more one blue cups over the years than most in this learning curve and at 60 i'm still in the running (laugh)

when you get an idea and it rings bells go for it and plan to do it in a way you know you can and not spend months looking for answers, for that is a killjoy.

I wish you the best of luck in your endeavours ;)

slasher


#2635
Database..

-Two-click interface text appears three times ;)
#2636
Why don't you just try it?

Quotewhen the mouse mode updates 40 times a second?
at 40 times a second you'de never notice (faster than the eye) ;)
#2637
josiah1221,

Glad you enjoyed it.

Anyone who plays this game please do leave feedback about it however you feel on the game's database page.

cheers

slasher



#2638
Use the Hotspot.GetAtScreenXY(..) function

Code: ags

if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hotspot[1]) {
  //Change cursor graphic for Hotspot 1
}
else if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hotspot[2]) {
  //Change cursor graphic for Hotspot 2
}
//Etc for other hotspots
else {
  //Set default cursor graphic for No Hotspot
}


also check out: http://www.adventuregamestudio.co.uk/forums/index.php?topic=25645.msg323172#msg323172




#2639
New screenshot

Can you fix the water leak (animated) before the Horizon crashes?!




#2640
Quotebut I can't seem to find a good way of stopping them when they collide with another ball or edges of the table.
Have you tried PPCollide module? Having the edges as separate objects perhaps?

Obviously hardness, speed and angle will predetermine angle when it hits something.

http://www.real-world-physics-problems.com/physics-of-billiards.html

Khris......... where is 'yer (laugh)



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