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Messages - TheManInBoots

#241
The Rumpus Room / Re: What's in the box?
Fri 20/09/2019 15:32:17
Quote from: Laura Hunt on Fri 20/09/2019 13:07:16
I looked it up so I won't cheat and say what it is, but WHAT THE FREAKING FFFFFF

Haha, I know!
#242
The Rumpus Room / Re: What's in the box?
Fri 20/09/2019 12:51:54
Nope :)
#243
The Rumpus Room / Re: What's in the box?
Fri 20/09/2019 02:47:56
Nope.

TV?
Yeah sure it's a TV that's being used for micro waving ET hands.
How isn't it obvious that it's a micro wave though?
#244
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 22:53:31
Alright, I have a creepy one.

Good luck!! :


#245
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 22:50:21
Just kidding...
#246
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 22:49:59
Yeah, guess this object, you suckers!!!

You will never get this one right ha!!!

#247
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 22:37:52
How creepy can the object be?
#248
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 22:34:41
Okay let me see...

Man I suck at finding weird objects!
#249
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 13:49:29
Or you could put the fingers onto a cake and make it look like there's a hand in the cake, just cover the lower part up with a little bit of whipped cream!
#250
The Rumpus Room / Re: What's in the box?
Thu 19/09/2019 13:48:08
Aaah okay!
Yeah the halloween guess is quite good.
You just need to attach it on a stick, and then you can hold it in the car door frame and pretend that people or yourself closed the door on your fingers!

Well, I did not use a graphic image search, so...

It's a hair comb!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

:)

Funny that for all the body parts I guessed, I forgot hair.
#251
The Rumpus Room / Re: What's in the box?
Wed 18/09/2019 11:17:21
I mean there is no such rule that you're not allowed to look it up! After all it's not obvious what to search for! I had to search so long until I found it! I think it's quite a funny invention!!!!
#252
The Rumpus Room / Re: What's in the box?
Tue 17/09/2019 21:25:10
That's why noone is guessing it...lol
#253
The Rumpus Room / Re: What's in the box?
Tue 17/09/2019 20:49:11


It's used for your arm pit?

For your genitals?

For your a$$hole?

For your kneepit?

For your mouth?

For your ears?

For your belly?

For your ellbows?

#254
The Rumpus Room / Re: What's in the box?
Tue 17/09/2019 20:41:33
But it's not an eye scratcher right? Against eye itching or remove sleep from your eyes, without putting your dirty fingers into your eyes?

No, if you said
QuoteSo so close
, it must be a massage tool, I just need to find the right body part now. :)

Whereas eye rubber would really make sense if it was really flexible material.
#255
The Rumpus Room / Re: What's in the box?
Tue 17/09/2019 20:30:55
Is it something like a back or head rubber?
Or like a massage utensile that imititates a hand, because for example it feels nicer to feel someone else's hand or something like that?
#256
NO! You're totally right!

The original Sierra Game Template sprites were saved in sub-folders in the "stone roll" folder!
I tried to delete what I could delete of them a long time ago, and then I completely forgot about them!
I also never understood how they ended up in the stone roll folder.

Those ARE the sprites that are missing and still had the "blue cup dummy disease"!

So I changed all the references where those sprites were used and deleted them, or re-imported them from files, because source import was impossible!
Now I do not get that message anymore!

So it's solved, I just did not take care of those template sprites, the issue was not with the program, the program works just perfect with the testing of the Sprite saving!
Oh yeah, printing the missing numbers to the text file is a great idea! As soon as you told me the sprite number 2105 and mentioned game template, I knew immediately what the problem was. Also it would make it more professional!

I installed the newer version via the link you sent and now the editor recognizes the exit code, so that works now as well!

Yep, assign sprites from folder works, which leaves always the initial view frame and you have to delete it manually for each loop, but it works.
I also found out that you can click only once on the "Create New Frame" button, and then press and hold the Enter button to really quickly add frames that follow!

I implemented positioning in "Repeatedly Execute" for a shadow and yes, it works just fine.

I noticed two more things, I am not sure if you can call those bugs, but it certainly inhibits the work flow:
When you open a view tab, it sometimes takes a really long time to load the different loops, so it really lags sometimes and becomes really slow, as soon as you have several loops and some of them contain more than 20 sprites.
And then when you scroll down or up, then everything is being misplaced for about 4 seconds, until the correct view is slowly loaded. It is really uncomfortable looking at the view tab and editing the view because of that. Especially with an increasing loop number it becomes more and more unpleasant and difficult to find and edit a certain loop, because for each little scroll you have to wait 4 seconds.

And the other thing is that when Importing files I would really like to just press 'enter' in the import window instead of clicking on the import button every time.
That would really speed up the work flow. I assume that you guys probably would implement that in any case while advancing the beta version, since you're working so industriously on it, but that's what I noticed.


Btw., is there a way to turn off the notification every time you start AGS (the message that this is a beta version and you should be careful)?

Also I really like your style, Crimson Wizard, the way you help out and work on issues, I think it's really intelligent and it has been really helpful!


#257
I just want to add another solution even though this has been posted long ago, in case someone else encounters a similar problem, because there's a simpler solution, this one:


if(oWOF.Frame==iLow-1)
{oWOF.SetView(oWOF.View, oWOF.Loop, oWOF.Frame);}


The function setup

object.SetView(object.View, object.Loop, object.Frame);

will freeze the animation at the current view frame. You can use the same principle for characters with the LockViewframe function.


And to the one unanswered question, Handsfree, or anyone interested, one way to start an animation at a specific frame is by getting a dummy object, set it to the same frame, position (, scaling, etc.) that the main object is on that you want to animate.
Then set the main object's Visibility to false and animate it.
Using the function above in repeatedly execute, as soon as the invisible main object is on the frame that you want it to start animating, you set its Visibility back to true, and make the dummy object transparent.

The same principle applies to characters, using the LockViewFrame function and the Transparency value (100 for not Visible and 0 for Visible).
#259
Hi!

I just wondered if it's possible to use the current random frame that a Character is in as a Dynamic Sprite, even if the character is in the middle of an animation.

I know that you can extract the sprite of an object for a Dynamic Sprite, which would look as follows:

DynamicSprite* sprite = DynamicSprite.CreateFromExistingSprite(object[0].Graphic);

But can you do the same thing for a character?

I tried replacing (object[0].Graphic) with (character[0].Frame) or (cEgo.Frame) but that does not work, it just shows the blue cup dummy frame.
#260
Alright, no worries, I wanted to try. ^^ That's interesting, it's true, an int is less messy.

I had just another idea for the naming of the audio files. I would have actually just categorized the languages by having one language numbered from 0 to 100, the other language 200 to 300, the other 300 to 400, so that audio file &043 in English would be the same thing audio file &143 in Portuguese for example, and &243 in French...you just change the first digit to change the language, this way you have a nice overview and don't necessarily need a different character for a different language. (Obviously if you have more than 100 files you make the gap between the languages 1000, not 100) Also you can easily add and number a new language without a problem!
It's pretty obvious but you get the gist! ;)
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