Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Slasher

#2761
Here is the basic board with numbers for reference:


Code: ags

 //ROOM LOAD
void initBoard()
{
  squareX[0] = 50; squareY[0] = 470;
  squareX[1] = 50; squareY[1] = 368;
  squareX[2] = 50; squareY[2] = 268;
  squareX[3] = 132; squareY[3] = 368;
  squareX[4] = 50; squareY[4] = 180;
  squareX[5] = 136; squareY[5] = 173;
  squareX[6] = 225; squareY[6] = 173;
  squareX[7] = 225; squareY[7] = 249;
  squareX[8] = 314; squareY[8] = 173;
  squareX[9] = 396; squareY[9] = 173;
  squareX[10] = 485; squareY[10] = 173;
  squareX[11] = 575; squareY[11] = 173;
  squareX[12] = 575; squareY[12] = 237;
  squareX[13] = 658; squareY[13] = 173;
  squareX[14] = 744; squareY[14] = 173;
  squareX[15] = 744; squareY[15] = 267;
  squareX[16] = 748; squareY[16] = 254;
  squareX[17] = 748; squareY[17] = 265;
  squareX[18] = 225; squareY[18] = 468;
  squareX[19] = 225; squareY[19] = 468;
  squareX[20] = 225; squareY[20] = 468;
  squareX[21] = 225; squareY[21] = 468;
  squareX[22] = 225; squareY[22] = 468;
  squareX[23] = 225; squareY[23] = 468;
  squareX[24] = 225; squareY[24] = 468;
  squareX[25] = 225; squareY[25] = 468;
  squareX[26] = 225; squareY[26] = 468;
  squareX[27] = 225; squareY[27] = 468;
  squareX[28] = 225; squareY[28] = 468;



Code: ags


// After throwing dice

 if(oDice.Frame >=0){
 
 cGandolf.SayAt(cGandolf.x+9, cGandolf. y-100, 500, "you have rolled a one.");
 oTumbler.Move(oTumbler.X, oTumbler.Y+40, 2, eBlock, eAnywhere);
 
 if(currentSquare ==0){
 cHobbit.Walk(squareX[5], squareY[5], eBlock, eWalkableAreas);

// etc etc


At the moment the player moves to the same square whatever walk square is... there is plenty of walkable area.


#2762
I had to add:

Code: ags
if(currentSquare==21)


QuoteWhat I'm proposing is that you stop using regions for the squares entirely, and therefore ditch WalkToPoint() along with them, replacing it with the Walk() call.

You mean like if a 6 is thrown from square 21 then walk to square 27 for example?

also i have no regions..

EDIT
I now use this that seems to work and does away with the WalkToPoint(s):

example
Code: ags

if(oDice.Frame >=0) // after dice has rolled.
 {
 cGandolf.SayAt(cGandolf.x+9, cGandolf. y-100, 500, "You have thrown a one. You may proceed on.");
 oTumbler.Move(oTumbler.X, oTumbler.Y+40, 2, eBlock, eAnywhere);
 
 if(currentSquare==21)
 player.Walk(squareX[currentSquare],squareY[currentSquare]);
 player.Walk(squareX[0], eBlock); 
   
 roll=false;

}
// etc etc


it will mean tons of scripting as there are 29 squares.

unless of course you question it (nod)

cheers, it's getting there.....


#2763
Cheers Snarky,

it seems to work with my player.WalkToPoint after the dice is thrown...

Code: ags

player.Walk(squareX[currentSquare],squareY[currentSquare]);
player.WalkToPoint(EMordor, eBlock, eWalkableAreas);    


I will do some more testing and report back...

cheers mate ;)
#2764
Early version of board with walkable area (player only moves (auto clockwise) once dice is thrown or by a card chosen):
#2765
Quote from: Khris on Sun 14/06/2015 21:52:48
Not really.

Adding a reference point to what square the player is on. After throwing the dice the player moves to appropriate destination square by way of WalkToPoint locations.

Code: ags

// A WalkToPoint destination
 player.WalkToPoint(EGlen, eBlock);


example:
Say player is on square 50 and throws a five he will go forward 5 squares to square 55 etc.

This is based on knowing what square player is on.

#2766
Hi,

Khris:
QuoteIf you told us what exactly you need them for, we could suggest a workaround.
Board game using Addpoint's (destination squares - done) but also need to reference 'start' points (square of where player is - thinking of turning on/off bools option with regions). Moves can be from roll of the dice or card chosen from pack.

hope this explains what i am trying to do.

#2767
Hi,

is there a working ags version that gives more regions than 3.2.1?

cheers
#2768
The color number 16 gives black.

Also you can change to another text window by:

Code: ags

SetTextWindowGUI(int gui); // gui number
#2769
not sure,

have you tried 'Rebuild all files' from the Build menu?
#2770
The trouble when using randoms in the same 'condition' is that a random may run the same event again and again before another is run.

if you want three separate events to run one after the other then you could set up separate timers (one for each event of time). when one timer expires it starts the next one etc. on the last timer the first timer gets reset and it all runs again.

This way the timed events run in sequence.

There may (probably) of course be another way...


#2771
NEW

Bumping into Knobby, a friend and war comrade, on the Nostromo ..


Game progress: 40%




#2772
Maybe Pyxel Edit saves in a weird format. The best format for ags graphics is .png

I use PaintShop Pro.
#2773
QuoteDo my eyes deceive me or are we talking about Captain Kirk going aboard the Nostromo here?!
The captain is James Dirk of the USS Thunderchild and he's droid is KP29. The Nostromo is of course from Alien.

"Son of the magnificent Jaffa Snuffledrop: Short in stature, tall in power, narrow of purpose and wide of vision."

Look out for other references from the great sci-fi films (laugh)

Meanwhile i am working on backgrounds like the above. Of course if anyone cares to assist me....


#2774
Cheers guys for the useful info (nod)

at this moment i incorporated 3 images that subtly change as door slides up.
#2775
You mean more like this?

#2776
New mock... how does this compare?

Slide up door closed


Slide up door open
#2777
This is a mock of a corridor where i can't seem to get the doorway angles right for slide up doors without having to change each doors graphic midway up. Help/advice/suggestions appreciated.







#2778
Site & Forum Reports / Re: Bug reports
Wed 20/05/2015 11:36:53
Hi AGA

did some upload images from pc and A++

cheers (nod)

slasher
#2779
Today at 11:05 am

game NOT on database
#2780
New Screenie (plus updated screenies in first post):

After KP29 discovers a plot to assassinate the federation ambassadors he sets about foiling the plotters but does not realise that he is being hunted by hostile mercenary's which include an acid-goo creature!

Here is KP29 using the spacecraft's lift:


Game progress: 10%


SMF spam blocked by CleanTalk