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Topics - StillInThe90s

#21
Here is, I would imagine, a proper beginners problem for you.
Using lucas arts style speech, I am simply trying to make a character finish his speech animation even if the text is timed out or clicked away. I guess some kind of 'wait until frame 0 and then return to dialog' would be in order...? But I can't find a way to target and implement this.
It would be even better if I could target a certain frame and do something like: 'if (character.Frame <=X) -return to dialog, else -finish animation'. Ie: if he has started waving his arms around, then let him finish waving. If not, then return and skip waving all together.
#22
Good evening everyone.
I'm experimenting with a top down scroller and found that it scrolls much smoother if game speed is set to somewhere above 55. Are there any draw backs using a higher speed than 40?
Thanks.
#23
Hints & Tips / Blackwell legacy crash
Thu 26/07/2012 01:43:21
Ok, I'm not quite sure where to post this, but maybe snarky can move it if needed.

The Blackwell Legacy crashed while running a dialog with Adrian (at the student apartments), and showed this message:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000094 occurred in ACWIN.EXE at EIP = 0x0044495F ; program pointer is +1004, ACI version 3.21.1115, gtags (1,4)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
in "GlobalScript.asc", line 320
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------

I know it says to post in the technical forum, but I can't fix problems in a compiled game can I?
Anyway, the game seems to run fine after that.
Are the wadjet people interested in this dmp file?

Also, but slightly off topic: The help function in the game still says that the notepad and the combining clues -function are not yet available, even though they are. A small bug but still a bug right?

I bought my version yesterday (25 july) in the Blackwell bundle on gog.com, so it ought to be up to date.

Cheers.


EDIT: Found this after I posted: LINK
Sorry about that.
Still, it does not really explain the problem and why it has not been solved after 6 months.
#24
Hey people.
I have been wrestling with my walkcycle for quite some time but never really managed to get it right. Straight angle movement works fine, but diagonal walking looks crap.
So I set up a net of walking paths to get rid of the diagonals all together and it actually worked, at least in my opinion. The result kind of resembles Beneath a Steel Sky (where a character finds and walks to x, then y, instead of going straight for x,y) only a bit twitchier.
My pathway net consists of 2-4 pixel wide walkables with 10-25 pixel gaps in between. Game is 320x200.
Now, what would you people say about using this kind of system? Has anyone else tried it?
#25
Hey folks.

Problem:
I have been struggling with my character 4-way walkcycle and come up with an acceptable one. Everything flows nicely as long as the character is facing left, right or is walking in a straight vertical line up-down. As soon as it starts walking at an angle, facing up or down, everything turns into ice skating. Walking at an angle facing left-right still looks ok.
Adjusting animation/walk speed or removing/adding frames does not really help.

This is a common problem, I know, and many people does not really care about dangling legs but I think it ruins the game slightly.

So my question would be: Is there a way to restrain walking angle while a character is in loop "up" or "down"? The way characters walk in Beneath a steel sky or Simon the sorcerer are the best examples I can come up with.

edit: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42720.0   Brings up sort of the same issue, but not quite.
#26
I am looking for a way to make my music sound like the good old 90s adventure games did (Monkey Island, L.o.Kyrandia, Simon the sorcerer etc.) . I.e. not really 80s 8-bit but certainly not like the crappy saxophone and electric guitar sounds that comes with todays sequencer programs.
Does anyone know what I'm talking about?
Is there a way to achieve this?
This is really a white spot on my map.



Moderators: Yes, I have searched the forums. And no, I did not see this as an ags- technical issue.

Thanks.
#27
I am trying to make my npcs finish their current animation before a dialgue starts.
This looks horrible since an npcs arm can disappear while he is drinking beer or scratching his head or whatever.
Different "while" combinations has not made any good.

Sorry if this is has been up before. I could not find anything about this on the forum, though.
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