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Topics - Sparky

#21
Critics' Lounge / Walk Cycle
Wed 27/12/2006 04:51:40

This is a blocked-in version of a walk cycle. The final will be shaded like the image to the right.

I'm aiming for a fairly realistic movement style with only slight exaggeration. That said, right now this feels a little stiff to me. Any thoughts?

Oh, and seeing as I'm relatively new around here- hello to anyone I haven't met!
#22
Hello, and good day to you all. I'm wondering if it is possible to toggle an object's visibility from within a character's script. My first effort was this:
// script for Character 2 (man): Talk to character
   oThing.Visible = false;
When I try to test the game, I receive the following error:
"Error (line 408): Undefined token 'oThing'"
I presume this is because the object in question isn't local to the character script. Perhaps there's a way to call a room function from within this character's script, and then change the object's visibility from the room script?
#23
Beginners' Technical Questions / hover text
Sat 18/11/2006 07:35:14
Thank you all for your help with my previous questions. I apologize again for any lack of knowledge on my part. I'm still new to AGS and greatly appreciate the patience of more seasoned users with well-meaning but naive beginners like myself.

I am working on a project with a Myst-stlye "one click does all" interface. There's a context sensitive text hint that tells the player what clicking on an object will do. For instance, the hint will say "open door" when the cursor is over a closed door, or "pick up stone" when the cursor passes over a stone.

I'm using a custom property to store this hint text. This works, but I've read that I can't change the value of this custom property at runtime. There are certain times I'd like to be able to do this; one example of this is a door whose hint changes from "open door" to "close door". Is there a workaround?
#24
Hi folks! I've used the manual and forum searches to answer many other questions, but don't seem to know what terminology to use this time around.

Question 1) Overlapping object and hotspot
I have an animated object with a hotspot "within" it.  An example of this would be a bathtub and a rubber duck. I can't look at the rubber duck hotspot; the bathtub object intercepts the click. How can I look at the rubber duck "through" the bathtub?

Question 2) I have an interactive door that swings open and shut on "interact". When the door is open, the player can walk to it and go into a new room. I've got this working, but the way I'm doing this strikes me as both cumbersome and more than a little inelegant. I'm currently using RemoveWalkableArea() and RestoreWalkableArea() to allow access to the hall outside the door. When the player enters the hall, he steps on a region that  calls "ChangeRoom()". Is there a more efficient way to do this?                                                                   
Thanks for putting up with my temporary bout of newbie antics. I hope my questions are clearly stated.
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