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

#2821
Code: ags
cmonster.FollowCharacter(cEgo, 0, 20);

adding this after any event in any room will make cmonster character follow cEgo to other rooms.
You may need to tweak distance and eagerness to get it looking right.
Also FOLLOW_EXACTLY will put cmonster's x y the same as cEgo's x y (on top of!).
Both chars need to be on walkable areas i believe.

Check out FollowCharacter in the ags help file.

To stop cmonster following simply add:
Code: ags
cmonster.FollowCharacter(null);


You can of cause also do a check to find out if cmonster is following.

#2822
Congrats and may the path of your marriage be smooth and trouble free.

My Tips:

  • Do start as you mean to go on as it's generally too late to change anything once the roots are set.
  • Do something for your partner everyday: flowers, meal, note. compliment etc etc.
  • Devote at least an hour a day to your partner.
  • Apart from having separate interests try to have an interest you can both share.
  • Give them no reason to distrust you.
  • Give them some freedom and their own space.
  • Talk more.
Of course things can still go wrong but at least you can rest knowing you gave it all you got in a positive way.

That said: Good journey mate (nod)

From an old git ;)

#2823
New Screenshot IP

Entering the Mystic Caves. Can you solve the riddles of the Mystic and go in the right directions to get through the caves?:




Game progress: 80%


#2824
The Rumpus Room / Re: Riddle ideas....
Tue 24/02/2015 11:51:13
Keep it up guys (laugh)

cheers
#2825
The Rumpus Room / Riddle ideas....
Tue 24/02/2015 07:39:25
Hi all,

I'm devising a system of riddles that indicate a direction to take next: N, S, E or W.

Have you any riddle ideas that could be used?

Cheers

slasher ;)





#2826
You could make a global boolean and turn to true when button is pressed. When you enter the next room you need to, in it's room load, put a condition if the boolean is true and if it is true it will affect object in that room.

Like Matti said, who just beat me (nod)
#2827
General Discussion / Re: Where is Khris?
Fri 20/02/2015 18:53:15
I think Khris is also seeing how his 'trainees' cope in his absence (laugh)

His kickbutting is healing (laugh)(laugh)

Hope he is well (nod)

slasher
#2828
AGS Games in Production / Re: The Condemned!
Fri 20/02/2015 18:32:03
Quote from: Mandle on Fri 20/02/2015 13:48:58
Ohhhh, pleeeease tell me you get to blow somebody away with a cannon!!!
You will not be disappointed (laugh)

Update: looking for Italian, Russian, Mexican, American voices.




#2829
Arriving at Midnight Cove where you come across a beached up Spanish Galleon.What booty does it hold?:


Progress: 75%




#2830
Yar, my slip up... Cheers Monkey ;)
#2831
Quote, but I am a bit confused as to why you set cConrad's LOOP to 1 or 2, I would expect his VIEW to be the key?
The players view is already determined in his properties: you are just manipulating his view loops.

In my example: if player is over another's chars x then he will turn to loop 1 and will walk backwards if you walk further to the right of other character's x and loop 2 if lower that chars x so you always face char. You may of course have a different condition.

I have this situation in a game and it works fine ;)



#2832
Hi,

it would depend on how you want it applied.

in one room if char x = this:

Example I have used
Code: ags

function room_RepExec()
{
 if(cMazio.Room==10)
  
 if(cConrad.x  >=  cMazio.x) // causes view to be 1 and walking backwards to right of screen 
 cConrad.Loop=1;

 else if(cConrad.x < cMazio.x) // or just use else
 cConrad.Loop=2;
}


#2833
The Rumpus Room / Re: Corrupt-A-wish!
Fri 13/02/2015 09:04:37
QuoteI wish we'd avoid scurvy if we all ate an orange.
But you would look tango'd....

I wish my legs would walk automatically by just thinking...





#2834
Hi.

gonna give it a good run through this weekend.

Looks good so far ;)
#2835
Looking good so far AnasAbdin... keep up the good work (nod)
#2836
Hi Crimson,

QuoteBraces are needed when you have complex operation, like 8 - (5 + 1).

I know but for some newbie they may try to do 5 + 1 without brackets because "blah" did not have them.

Surely it's better to have them in as a newbie until such time...



#2837
It is meant to go where you open up the inventory gui for example.
#2838
Phew..............................(laugh)

Back on course then (nod)

Backup Backup Backup.... I've learnt that from bitter experience (nod)

Hope to see game out soon...


#2839
Just add LChar.Text=(""); and LChar2.Text=(""); before label changes.

Could add for example:
Code: ags

 LChar.Text=(""); // clears text
 LChar2.Text=(""); // clears text

// Now will rewrite text on labels

if (player==me){ 
 LChar.Text=("Me"); 
 LChar2.Text=("Me");         
}
 else (player==him){
 LChar.Text=("Him"); 
 LChar2.Text=("Him");   
}
}







#2840
You should have an info (buttons to use etc) link in-game such as display keys to use (nod)
SMF spam blocked by CleanTalk