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Show posts MenuQuote from: ld-airgrafix on Thu 20/02/2020 09:08:33You welcomeQuote from: TheManInBoots on Wed 19/02/2020 15:27:01Thank you so much for this, it works really well and smooth. This engine continues to surprise me daily
Hi ld-airgrafix,
Try eri0o's module
https://www.adventuregamestudio.co.uk/forums/index.php?topic=57489.msg636611488#msg636611488
And I think there are already some threads on smooth camera movement in the forum.
cSideCharacter.ChangeRoom(-1);
cPlayer.BlinkView=-1;
cPlayer.SpeechView=-1;
SetTextWindowGUI (-1);
Quote from: bx83 on Mon 10/02/2020 03:43:30It's nice. Thanks for sharing.![]()
ps Sorry for colours, just to show where the frame begins and ends.
Quote from: Olleh19 on Sun 09/02/2020 14:21:02Lol actually he had mentioned that before that he had the exact same results for all animation directions:
Aha, but it's two different animations thoa side animation when it doesn't work, and the front pickup version when it does work.
Quote from: bx83 on Sun 09/02/2020 09:50:17
I have a room where he can click objects in any direction, so I've tested extensively. It's just the walk() command
Quote from: ManicMatt on Sun 09/02/2020 21:16:56Both the late repeatedly execute always and repeatedly execute always start running only AFTER the very first room has loaded. Nobody seemed to have noticed that.
I realised my character z code was in the game start function, so I moved it late repeatedly execute always and when the game loads, I visually see the character get moved down after fade in. Keeping it in on game start as well seems to fix that.
Although my character z code is just the basic version of the code for the z axis, not the above code that bx83 is using which I don't understand.
Quote from: Khris on Sun 09/02/2020 23:05:42.
You saw the jump because when AGS fades in a room the game is blocked, and a room's RepExec function only runs while the game isn't blocked (this is why repeatedly_execute_always exists).
Quote from: Crimson Wizard on Sun 09/02/2020 16:32:50And if you add the FAQ it might be very useful to also explain exactly what you mean with "visual property" and "built-in property", because people who are new to AGS (which are the ones who have FAQs) won't understand it otherwise.
I believe, this must be remembered, and go into FAQ, that if you need some property, especially visual property, be to kept in sync with another built-in property
Quote from: ManicMatt on Sun 09/02/2020 11:38:16Let's see what bx83 says but the way the character is animated they don't seem to be.
I assumed they wanted to keep the space below for some kind of animations, otherwise why have such a big space?
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