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 - Timosity

#1122
Ok, I didn't want to post a screenshot cause I'm trying to do this as low key as possible, as it is a point and click transfer of LSL3, from the parser form. but here it is anyway, most people will miss this post anyway.



If you notice the NPC I circled will walk into the same spot as the mirrored version of Larry, but will walk below the balcony.

Here is the walkbehinds from the AGS editor.



The way I did it was, I set the blue walkbehind lower, then set Larry's baseline below the blue baseline and the mirrored character above it.

So then the NPC can walk behind the green walkbehind and the mirrored Larry can still walk infront of it.

I did a similar thing for other NPC's that walk along the top of the screen.

In the end it wasn't too hard to figure out, but what I was suggesting was:
That If I could have had the Mirrored Larry Ignoring the green Walkbehind, That would have been all I'd have to set.

I hope that is clearer.

~Tim
#1123
It's possible to do, it just requires a bit of scripting.


In the repeatedly execute of the room try something like this:

 // script for room: Repeatedly execute

if (GetGlobalInt(10)==1){     // this is just the int to start things off
SetCharacterView(NPC,10);  // the view you want to set
AnimateCharacter(NPC,0,5,0); // your animation with your details
SetGlobalInt(10,2); // takes you to the next stage
}


if (GetGlobalInt(10)==2){
if (character[NPC].animating == 0) {
AnimateCharacter(NPC,1,5,0);
SetGlobalInt(10,3); // for next stage
}
}

if (GetGlobalInt(10)==3){
if (character[NPC].animating == 0) {
*************etc etc

Just put all the animations in like that, and you will still have complete control of your character while the animation is running.

The key is:
if (character[NPC].animating == 0) {

instead of:
while (character[NPC].animating) Wait(1);

as the Wait command blocks anything else from happening.

Note: (use "SetGlobalInt(10,1);" somewhere else before you enter the room

Note2: You can also use

if (character[NPC].walking == 0) {

after a command like:
MoveCharacterDirect(NPC,277, 139);

just substitue it for the relevant places as in the above script

Hope this helps, if you have any questions just ask

~Tim
#1124
General Discussion / Re:am I going to jail?
Thu 14/08/2003 12:06:47
Yes, You probably will go to jail, but it's ok, they have internet access there, you'll have plenty of time to think up games,

but seriously, you have nothing to worry about, if you drop the soap, just don't pick it up.
#1125
Not bad Squinky, I had my 10 seconds of fun, it would be cool to make some more levels, but I also know that these types of games get pretty boring pretty fast, that's why they invented adventure games.

Hows Fry coming along?
#1126
Nice game Hobbes, I like the style, great for two weeks work, would have liked it to go longer, but I understand other committments.


Well done
#1127
Nice try, but that's not gonna work, I've thought of plenty of ways like that but it's more tricky, (what you said would have been possible if it weren't for the next bit which I will try to explain)

The room has a mirror (left to right most of the screen) and the characters reflection takes up some room on top of where the walkbehind for the characters below would be, it also has walkbehinds on the mirror as there are a few sections of mirror.

The character below would walk feet first behind the walkbehind of the balcony (this is all refections in the mirror [but you can't see them anywhere else as they would be behind you if you were facing the mirror])

It is possible for the characters below to just walk into a smaller walkbehind, then dissappear, which would be easy to do, but may look odd, just vanishing

It would be good to just have the reflected character ignore the walkbehind for under him, still having the ability of going behind his other walkbehinds.

Plus reading this is probably very confusing.

I'll probably have to go with the vanishing act for now

Edit: Now that I think about it I could also lower both the character, and his mirrored images base lines, and also the mirrors base line to somewhere in between the two and it just might work, (as long as I remember to change the characters baseline when leaving the screen)

Thanks SSH


I think that this situation is worth suggesting though, I can't think it would be too hard to implement.

Edit 2: What I tried does work, but I've just gotta sort out quite a few more baselines for other characters and walkbehinds, the screens bases are all over the place and it gets complicated, although it is all possible, what I suggested would make it sooooo much easier.

~Tim
#1128
I have a situation where 2 characters would be standing in exactly the same spot, but one would be on a balcony and the other would pass under it and be in a similar position.

It would be handy to be able to set specific ignore walkbehinds so other walkbehinds aren't ignored.

can anyone think a way around this situation, or have I missed something in the manual?

eg. SetCharacterIgnoreWalkbehind(EGO,int ignore, int walkbehind area)

~Tim
#1129
should this be a global string not int:

SetGlobalInt(13, DisplaySpeechBackground(MARGE,"Blah blah blah...."));

I thought you could only set numbers in global ints
#1130
Have a good time fishing, and bring back something like this.



It's a Barramundi, (caught by Dazza, who starred in Larrywilco)
Let's call her Sibylla
#1131
General Discussion / Re:Your language.
Sun 10/08/2003 15:13:06
Quote from: Fuzzpilz on Sun 10/08/2003 15:00:19
...what language is that bit on the right of the colon in? And what does it mean?

It's actually just a joke, it stands for:
Show Us Your Map Of Tassie, which is an Aussie term for a females bikini zone, as Tasmania is a triangular shape.

We tried to get it passed as the name for the Australian AGS group.
#1132
General Discussion / Re:Your language.
Sun 10/08/2003 14:55:01
Here's some Aussie:

dinkum: real, honest or genuine
preggers: pregnant
by jingoes: exclamation of surprise
strewth: expression of amazement
derro: a derelict
bonzer: great, excellent
suymot: the before shot of a brazillian wax
#1133
How many fingers am I holding up?

That is about as intelligent as a C vs E debate, although some people may guess the right answer no body will ever know if they got it right. so yeah pretty pointless, although Scummy was just trying to get a link, I guess it has probably disappeared, probably for the better.

but on topic in this thread, I think Nellie's point is quite valid, I just think there are too many people that forget they are not moderators, and they cause way many more silly posts than anyone else, if they just didn't post "this is a stupid post" everyone would be more happy and the bandwidth would be saved



3

Edit: That is not how many fingers I was holding up (although it could have been, as i can't remember anyway)[it was a joke about another thread that got deleted{with good cause} that went "1", next post "2"]
#1134
Adventure Related Talk & Chat / Re:yeenglish
Sun 10/08/2003 13:36:22
I think a lot of the non native english speakers, write better english than a lot of native english speakers. Probably because they have to think more carefully about what they write.

Sometimes the grammer is odd, but as long as it makes sense, I have no problem with it, infact I like it when it's not totally grammatically correct, that's one thing about english that I like, you can get away with bad grammer and still get your point across, pitty it doesn't help your marks at school.

I think most acclaimed english writers are just caught up in there own bullshit, getting the point across clear is more important than trying to confuse the fuck out of eveyone, so that only a hand full of other wankers get it. But then most people get it anyway, we just pretend we don't, just to put these writers in a false sense of security that we think they are in some way smart, that'll learnem.

make good games, in gooda yeenglish as can be, and they will be good,
yay I will like it, it nice will be, oh shit a goana ran up a tree, now I need to go wee wee.
#1135
Quote from: Pumaman on Sun 10/08/2003 12:03:10
Are you using Centred text alignment? Is that what the problem is?

No I'm not using centered text, It's actually a good feature for some areas of my game, but some areas need the old standard, where you specify your own width.

It looks silly with the start of the text box on the left of screen, then varying  distances from the right edge of the speech text box to the right edge of screen.

it would be nice to be able to turn the feature on and off in the script, as it can be handy in some circumstances.

eg. SetSierraSpeechShrink(int shrink) 1 for shrink, 0 for no shrink

anyway, there are some pretty neat new features, well done CJ, but I have no reason to use 2.56 for my game at this stage, I think 2.55 has all the features I need, I'd only be updating for the sake of it, rather than the need to, but I like to try to keep up to date with the latest versions, and new features, keep up the incredible work.
#1136
I just found one little thing when converting my game from 2.55, not sure if it's a bug or a difference in the way it now works.

this is with DisplaySpeechAt using "sierra-style w/background"
also using a 1 by 1 transparent sprite for the talking view so it doesn't show one.

This is what I used

DisplaySpeechAt(5,20,300,EGO,"blah, blah");
Wait(80);
DisplaySpeechAt(5,20,300,EGO,"blah blah etc");
Wait(80);
DisplaySpeechAt(5,150,300,EGO,"blah, more etc");

It originally had an x coordinate of 1 in 2.55 and with the width 300 centred it perfectly

I changed it to 5 in 2.56 cause it pushed it right over to the left (which I thought it would in 2.55, but by trial and error it didn't, and I found the perfect centreing)

What seems to happen is it starts at the right x coordinate now but depending on the text wrapping and how many characters fill up the end of the line, it cuts it off to the smallest fit, which in turn makes the width irrelevent, which screws around all the alignments throughout the game.

I hope it makes sense

~Tim
#1137
damn it, I get a 404 error when trying to get the demo, I'll try again later, did you take it down or is the site having maintenence or something, I'm looking forward to the demo, but not the game, i'm more than looking forward to that

Edit: Yay it works now, great stuff, can't wait, only thing I thought was the names went too fast to read them, lucky I knew who they were.
#1138
Hints & Tips / Re:Revenants demo-STUCK!
Tue 05/08/2003 18:51:55
Spoiler
try looking in a draw downstairs, i think
[close]
#1139
General Discussion / Re:The AGSer's car
Tue 05/08/2003 12:45:12
The other day I saw a try hard bloke with the Number plate RU34SX
That's just greedy, and I bet he hasn't had 2, he'd be lucky to get 1, what a tosser.
#1140
General Discussion / Re:Hello
Tue 05/08/2003 07:00:01
welcome Enos Shenk from IN, I guess that's better than being from OUT, I'm assuming that's the abbrev. of a US state, like Indiana if that's a state.

enjoy your stay.
SMF spam blocked by CleanTalk