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Messages - ToeKnee

#21
I am getting a AGS 3.5.0 Patch 4 issue. It is during compiling the game for full REBUILD ALL FILES - it will COMPILE the game fine, but selecting REBUILD ALL fails and it then make the IDE unstable.
Note 1: Running AGS under Win-10 as ADMINISTRATOR on the exe to ensure permissions are ok does not work either.
Note 2: I just updated to this patch version (From AGS 3.5.0 Patch 1, Dec 2019)
Note 3: Reverting back to AGS 3.5.0 Patch 1, produces the same error.

The following is the error log
___________________________________________________________

Error: Access to the path 'AudioCache\au000034.mp3' is denied.
Version: AGS 3.5.0.26

System.UnauthorizedAccessException: Access to the path 'AudioCache\au000034.mp3' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
   at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
   at AGS.Editor.Components.AudioComponent._agsEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#22
One very excited (nearly) mummy!
#23
Hints & Tips / Re: BYO Hero
Thu 24/09/2020 02:30:31
Quote from: splat44 on Wed 23/09/2020 22:29:12
I encountered a bug possibly:

Spoiler
Hint, tell to find of pile of sticks under tree near frog. I look and click everywhere and cannot locate those
[close]

Thanks Splat.
Spoiler
Do you know if you had the BROOM HANDLE from the Castle Storeroom at the time? (Getting the Broom handle from the Storeroom is what triggers this next Hint)
[close]
#24
Oh dang... I had NOT disabled the Inventory Item in the uploaded exe I had compiled, so a few other downloaders also get an easier run!!! :-)

All updated now in Game Version 20.20.09.23.HS thanks: https://byo-hero.itch.io/byo-hero
#25
Quote from: milkanannan on Sun 20/09/2020 05:57:36
Looks good - do you by chance have a ZIP file available for the game? I can't run exe files on my work PC.

I have uploaded the latest game version as a ZIP to ITCH.IO Milkannan...
It is a DEVLOG Here: https://byo-hero.itch.io/byo-hero/devlog/180763/zip-copy-of-the-game-version-20200923hs-files
#26
Quote from: inwaterinair on Mon 21/09/2020 21:20:35
I've a small bug to report: I found the map in my inventory before I found the tunnel  and was able to go to the castle via the map.
Lovely game, by the way :-)) The timed hint system is a nice touch, too!

Thanks so much for the wrap!
- 2 days ago I updated the game a bit to make it a little HARDER if you turn hints off (parent mode!)
To make changes in the game I also use the MAP - for testing etc since it takes me anywhere I need to go of course! After packaging the new updates etc I loaded to itch.io and then, 5 min later, realised I hadn't turned the Map OFF!! So I did and uploaded the new version over the top.
On checking, ONE person (=you!!!), had downloaded the version with the MAP on!!!! - before I had re-compiled and updated the version WITHOUT the Map... that small window let you slip through!! :-) so you have the only version in the world that has the Map from the start inwaterinair!!!
Re-Download if you can - and you will see it all works as usual...
#27
I had similar problems... it was when I had inadvertently added a 'Display' statement into a 'Room Load' function - where the same room was meant to play an OGV Video as well.... the screen went black of course (waiting for input to continue)

QuoteWhen i delete the video from the folder, the game told
I have also had similar wrong videos when I (incorrectly) loaded videos into other directories than the working AGS game directory I am using at the time so maybe check that too...

I also get similar weird issues whenever I try to create OGV from some Video tools like OpenShot (neither of the two OGG formats in Openshot EVER work for me once trying to preview in AGS) and also there are only one or two converters online that seem to work and play properly in AGS once they have converted a Video MP4 to OGV.

I suggest you SEARCH or all copies of the Video and probably RENAME it in your game when it tries to load/play and put the absolute latest copy into your AGS directory so it can't be trying to use something else....
Cheers
#28
Quote from: Mandle on Sun 20/09/2020 01:20:37
I know what game I'm gonna be introducing my students to next week!

Thanks Mandle. Can you tell me more about this or PM me if you wish. I would really love to know more about the class/students plan you have and where this game might be used/played! thats the reason it's free - so as many can enjoy as possible.

Also any feedback would be great. See how they go with the difficulty.... but i was thinking that i might upgrade the hints engine so that if you have HINTS turned OFF (eg a skilled player is playing) then I can make some of the tasks a lot harder!

Also this game uses ACCESSIBLE fonts (Dyslexic friendly) and mouse clicks for all actions for the whole game > so it is also designed to be played by those with disability!!
#29
Quote from: heltenjon on Thu 03/09/2020 09:08:51
How about Three little pigs or Kitten Catastrophy? I'd say BYO-Hero, but ToeKnee hasn't released it yet (perhaps waiting for my kids to give the Beta another go first).

AT last - It is OUT NOW HeltenJon!!
The FULL and FREE Point-and-click Adventure game for Parents and kids!

See the AGS Post here:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58435.msg636626678#msg636626678

See the Game HomePage (including DOWNLOAD and full INSTALLER) here:
https://byo-hero.itch.io/byo-hero

See the Intro Video here:
#30
BYO-Hero *DOWNLOAD FREE* >>  https://byo-hero.itch.io/

The full-length AGS Point-and-click Adventure game for parents & kids > where YOU get to be the HERO!

I am EXTREMELY happy and so excited to announce - that the full release of BYO-Hero is now available for FULL download for free here: https://byo-hero.itch.io/byo-hero

INTRO VIDEO:


YOU (your drawing/picture HERO) has been unceremoniously thrown out of the Royal castle. You find yourself left alone in a forest with nothing in your possession and you soon realise that you have been booted out since you were next in line to the throne!
You must use your wits and skills and, the help of your sister Abbey, to try and get back into the castle and back into your role. This is the first part of what may be a 3 x part series depending on uptake and requires you to complete many tasks and some puzzles.

The game is designed to re-engage kids into the genre and can be played WITH your kids. The game uses animated cartoon drawings as the playable character and includes hundreds of voice dialogs to engage with!
This full-length, free game was written on Adventure Game Studio 3.5.0.

Adult Players should turn Hints: OFF (makes the game a little harder)
For MS-Windows based computers only. Game Version 20.20.09.21.HS

Key Game Features


  • Designed to play WITH kids, so you are both challenged
  • Game HINTS help you on your journey (Turn hints OFF for harder Parent-mode)
  • Save and Restore games - to keep your progress
  • Point scoring throughout the game (find them all!)
  • Kid friendly! (no violence actions or text that will offend children)
  • 33 hand-crafted screens, objects, animals and characters
  • Game Sounds and Music throughout to suit the scenes
  • More than 200 Voice interactions
  • Unlimited Inventory of items you can use
  • Full mouse click game operation throughout and Dyslexic fonts used for those with disability
  • A game MAP you can use to get around the game fast (if you can find it!)
  • Variable game Speed, Volumes etc


This is the full-length, free game, and was written entirely on the Adventure Game Studio platform. Enjoy!
- Special THANKS to HeltenJon for his unreal patience and persistence in thorough testing! and the one and only Crimson Wizard for his technical help.

Some Screen Shots (without giving anything away at all!!):











#31
Ok I am getting 'close'!! - excepting for a couple of weird things I can't quite nail yet... any help would be great Crimson?!?!

QuotePS I certainly would recommend using GUI for jump button and meter, thus avoiding unnecessary complications room objects may create
I used this GUI recommendation thanks Crimson, as you can see on the video! - and I am sure it would have saved me from a lot of messy code!!

Quoteand if the rope is made as a character then you may have this minigame in any room in game
I went off this idea since there are far too many rooms with rivers and caves and cliffs and quicksand (and some with no character showing at all!)!! etc that the character appearing to start skipping would look silly. Plus, I would have needed to work out the best walk-able areas and then screen-percentage that away from the sides of the screen etc, plus with some screens being dark and gloomy it would be hard to see... Plus who wants to have fun 'SKIPPING' at a cemetery?!?! or when about to get burnt by a Dragon in a dungeon!

The main problem at the moment is that if I COUNT when a frame is hit in repeatedly execute, and add 1 to a running total (SkipCount), then display that on the GUI in a Text Box, I always get a count of 5 being added!... Mind you, I can probably leave it at 5, since it is a SCORE - and you can get rewarded whatever works, however I would be happier if I knew what might be going on here... I assume it's the repeatedly execute timing with the cpu cycles per second...
- You can see the VIDEO recording I did of it so far here: http://www.p360.com.au/game360/SkippingCoding.mp4

It is triggered from a Dialog and it shows the count going up in 5's!!

I also have a second issue in that I am currently checking if the character is NOT animating unless JUMP is clicked and this has been the only real way to trigger it to get it functioning as it is.... however this means the character's ARMS are not animating either when the rope goes around.... until they jump since that uses the frames from the overall view of frames which have the character's arms moving... so again, any ideas or advice about a better way to do this would be great.

The code is here FYI
(however please note that the code is currently UN-compressed and IN-efficient, for example layering if<>else statements in the repeatedly execute - so please ignore the inefficient coding atm) and I have added the Dialog Trigger part;
Code: ags

//----------------------------------------------------------------------------------------------------
dDialog1
	Hero: "Can you show me how good you can SKIP?"
	Abbey: "Sure let me show you!"
       		StartSkipping = 0;
//----------------------------------------------------------------------------------------------------

function repeatedly_execute() 
{
  if (StartSkipping == 0) { //Moved from -1 to 0 in Abbey Dialog, to try skipping MINIGAME
    StartSkipping = 1;
    cAbbey.Say("&70 I really LOVE practising my Skipping!");
    cHero.Transparency = 100;
    cAbbey.x = 265;
    cAbbey.y = 427;
    cAbbey.LockView(30);
    cAbbey.Animate(1, 0, eOnce, eNoBlock, eForwards, 1);
    open_gui(gSkipping);
    TxtJumpScore.Text = String.Format("Record: %d", JumpScore);
    }

  if (StartSkipping == 2) { // If rope moving
    if (object[5].Frame == 12) //If Rope going to the Back
      object[5].Baseline = 420; //Put Rope in BEHIND of Abbey
    else if (object[5].Frame == 1) //If Rope going to the Front
      object[5].Baseline = 430; //Put Rope in FRONT of Abbey
    }
    
  if (StartSkipping == 2) // If rope moving
    if ((object[5].Frame == 10) || (object[5].Frame == 11)) //if Rope on RED bottom spots (Frames 10 and 11)
      if (cAbbey.Frame == 21) { // if Abbey not moving
        Display("WHOOPS! you missed the jump![- Click JUMP to try again...");
        StartSkipping = 1;
        object[5].SetView(30, 0, 9);
        }

  if (StartSkipping == 2) // If rope moving
    if (object[5].Frame == 12) { //if Rope PAST RED spots then Abbey Jumped it
      SkipCount++;
      TxtJumpScore.Text = String.Format("Score: %d", SkipCount);
      }
}
//----------------------------------------------------------------------------------------------------

function BtnJump_OnClick(GUIControl *control, MouseButton button)
{

  if (StartSkipping == 2) { //Already started so JUMP
    cAbbey.Animate(1, 0, eOnce, eNoBlock);
    TxtJumpScore.Text = String.Format("Score: %d", SkipCount);
    }
    
  else if (StartSkipping == 1) { //First time so setup for MINIGAME
    StartSkipping = 2;
    SkipCount = 0; // Rest Counter
    Display("The Rope is about to start so click the JUMP button to skip it!");
    Display("You have to jump every time the rope is right at the BOTTOM (the rope goes RED to guide you");
    TxtJumpScore.Text = String.Format("Record: %d", JumpScore);
    object[5].SetView(30); //Skipping ROPE to Skip Views
    object[5].Visible = true; //Skipping ROPE to visible
    object[5].Animate(0, 4, eRepeat, eNoBlock);
    cAbbey.Animate(1, 4, eRepeat, eNoBlock);
    }
}
//----------------------------------------------------------------------------------------------------

// hide SKIPPING GUI directly from an OnClick event
function close_skipping_gui_onclick(GUIControl *control, MouseButton button)
{
  StartSkipping = -1;
  object[5].Visible = false; //Skipping ROPE to hidden
  close_owning_gui(control);
  cAbbey.x = 170;
  cAbbey.y = 341;
  cHero.Transparency = 0;
  cHero.UnlockView(); 
  cAbbey.LockView(2); // Return to default view
  cAbbey.Animate(0, 0, eOnce, eNoBlock, eForwards, 1);
}
//----------------------------------------------------------------------------------------------------
#32
Update - This has worked perfectly now for a few people.
Innosetup is great and has removed all difficulties for people trying to install the game by copying files or unpacking/copying zips.

Thanks again Crimson Wizard!
#33
Quote from: Crimson Wizard on Sun 13/09/2020 17:42:26
Quote from: ToeKnee on Sun 13/09/2020 09:52:11
Yes I get both of those options 100%.... I think i'll try both and see which makes it the fastest (sicne at '0' delay it's barely quick enough to 'test' those that are skilled in reaction!!!

I don't think this will be much affected by drawing, not on modern PC at least. But the frame speed is fixed and may be changed using SetGameSpeed. Perhaps try setting it to 60 for a test, unless you did that already. Or make less middle frames in rope animation when it goes faster.

Yes, I think I am best to SAVE Game speed (user has currently set this to on the GPanel) then set it to what I want them to play at that works best (I will use SetGameSpeed in tests when nearly done so I can see what works), then set it BACK once the Minigame has finished...
Then they can't 'cheat' and run Game speed really slow and get a crazy score to torment their family etc!  :cheesy: :cheesy: :cheesy:
#34
QuoteIn my opinion, this could be easily achieved by having character and rope as separate objects/characters in the room, and animated separately. If the rope is animated using standard views, then hitting the character may be deduced from the rope's animation frame number. If it's procedurically drawn, then there will be a way to tell its position from some variable too.
Yes I get both of those options 100%.... I think i'll try both and see which makes it the fastest (sicne at '0' delay it's barely quick enough to 'test' those that are skilled in reaction!!!

QuoteIn any case you don't have to literally test for pixels colliding (if that's what you meant by using sprite collision module?), it may be enough to simply test for a frame number / other animation variable.
Yes it is what I meant..!! :-(, but separating out both graphic elements and testing for FRAME position of each (then triggering when they are not where they are meant to be) will make this work without anything fancy and processor consuming!.

QuoteWhen player presses a button - character jump animation runs, and then you may compare rope and character animation frame numbers to see if character reached needed "jump height" (key frames) at the same time as rope reached lowest position (key frames). If this matches condition - then let it continue, if it does not - then make animations stop and signal a mistake.
This is what I will do, thank you > it's what I was after is pointing in the right direction for this thanks Crimson.

QuoteFor above you'd need a continious test in repeatedly-execute function (whether global or room one's - if this may only occur in particular room). This test may for example look like:
* if character is in "rope skipping" minigame,
* if rope is animating,
* if rope is at certain key frame(s),
* if character is NOT animating a jump, or IS animating a jump BUT NOT at certain key frame(s),
- then fail.

QuotePS I certainly would recommend using GUI for jump button and meter, thus avoiding unnecessary complications room objects may create; and if the rope is made as a character then you may have this minigame in any room in game :).
Yes - I think I will make it a character > since this has the best way to allocate a VIEW and then frame-set that as needed.

Thanks again Crimson....
I'll see how I go getting this running this week.... very keen to release the game here!
#35
QuoteWhy not have the rope animate from back to front and then stop animation with a message and then start at back again and repeat if jump key not pressed. Else if jump key pressed before rope at front the girl jumps and the rope starts back at the back and a point added and repeats etc...
Thanks for your thoughts and reply Slasher... I think Message would 'block' the animation though but yes I will strip the Rope and the Character apart... Then just set the Z Order for when it's at the back so it looks right...
#36
Hi all,
I have only one tiny thing left in my full AGS Game which is to deliver on a promise I have made to my daughter > to get her playable drawing/character to SKIP in the game, with a skipping rope Inventory item.... unfortunately for me - I then went further and said I can probably make it into a '(mini)game' where you press a key and it 'jumps the rope' like in some Video Arcades at the moment.... i.e: When the 'rope' gets toward the bottom you hit a key to make the character 'jump' the rope.... You could of course get a point for each jump and after say 5 jumps it should start to get faster and faster! - until you 'miss' the jump.

I assume I will have to separate the girl jumping and the rope so they can operate 'independently' however her 'hand' will technically be touching the 'rope' so the sprite collision code done way back in 2006 by SSH probably won't work for this...

I created all the images and have started to animate this but not sure of the best way to achieve the 'miss' of hitting a button (Eg an Object button on the screen) at the right 2 x FRAMES (it has 22 frames total for the Animation to make it smooth when slow). It also has arrows showing the current 'height' of the rope and this turns RED when in two positions I am thinking they would need to hit the button within... is there an easy way to 'sequence' frames and jump a character (like skipping) or error and stop?

See Sample Video of what I have done so far, loaded here: http://www.p360.com.au/game360/AbbeySkipping.mp4

Any advice would be great. Inefficient code will likely slow the whole thing down and make a game very 'easy' and, unfortunately, therefore make this feature not very interesting for young kids to play (and try and beat a previous score etc).... if they can't get out becuase it won't go fast enough (I can use a view that has every second frame of course as things get faster to double the speed and only have one 'red' spot where you can get the jump timing right....

Thanks,
Tony
#37
General Discussion / Re: Where is everybody
Tue 01/09/2020 17:41:43
I love the goldmine of these forums!!... and I suspect I am like many, that read them over and over...
If you need help there's pretty much every question you may have will have answers, many answers some times, before (often in various ways until the solution lands with the poster)!!
So 'help' may often not be needed... when you consider that the forums are so extensive = possible reasons that there are lots of views but less chatter in the Forum/s as a percentage of the viewing rate.

Also, I have been reading items for nearly 20 years! but only recently (re)joined since changing providers on my old Email address left me out for many years.
I am happy to still be classified as a newbie though and in that context - I must say I haven't seen anything I would call alarming about the behavior or responses in these forums and I have read many thousands of posts and their replies...

There does seem to be a somewhat 'tentative' approach to an open / flowing forum dialog so I wonder if front ending conversations with 'I THINK' or use the word 'CONSIDER' etc... de-personalises it? Plus, if you are the questioner then its always a great idea to thank the post respondents.... Their time and effort and often CODE writing for the Original Poster must be given thanks.
- The skills and the sharing that some of the 'AGS Rockstars' do is commendable and wonderful.

I am about to release a (COVID19 lockdown timeframe) created game with a new slant on old Adventure gaming style I am really interested in all feedback on - and I will say I think I can take tough talk about things that should be obvious that I have missed etc (feedback re-worded as 'offerings' is a good idea!).... however it is always nice if people post with a context of care and support!
This group is AMAZING!
#38
Thanks again Crimson, you AGS Rockstar;

Quoteyou cannot create new views and loops or add/remove loop frames
- I think that's ok... since I don't want to create new loops or frames, just 'overwrite' the default game ones with new (created in a outside of AGS program) 'sprite' creator program.

I was hoping to include the (standard) 4 x Walking Loops
- Up, Down, Left, Right (Mirror copy of Left - Reversed in external program for sprite one-time creation)
   Q: Unless the AGS 'Flip this Frame' option can be turned on as a property in runtime of course??

With 9 frames each Loop
1. Neutral (Start)*
2. Leg-1 out & Arm 2 out*
3. Leg-1 end & Arm 2 end*
4. Leg-1 out & Arm 2 out
5. Neutral (Start)
6. Leg-2 out & Arm 1 out*
7. Leg-2 end & Arm 1 end*
8. Leg-2 out & Arm 1 out
9. Neutral (Start)

Made up of 5 unique sprite frames (* above)
I can alter the game to work with the above and 'limit' the automation for the main player eg: remove other special areas like climbing etc or bending over to pickup something or taking an object off someone (THEY can move closer to you instead)

QuoteYou may also scale dynamic sprites (it uses primitive nearest-neighbor algorithm)
Q: This sure sounds like a lot of work (and possibly messy) but is it required? I mean - once Sprites are dynamically loaded into Frames and those frames are part of an existing Loop (attached to a existing view, attached to a Character!), then wouldn't the character use those frames when say, walking, and therefore wouldn't those (dynamically sourced/loaded) sprite frames also therefore scale normally in the game (as per your typical walkable areas scaling)?? Or have I missed the construct of Dynamic Scaling??


Quoteand combine multiple sprites on one DynamicSprite using DrawingSurface interface
Thanks, do you think this would significantly help my problem though? i.e:
Q: If an external program put together Frames then is the DrawingSurface needed (isn't this to load once rather then multiple loads) or is it much, much better and easier to load into AGS and therfore loading dynamically is also much easier??
#39
Hi all,
I have finished a full-length Point and Click AGS Adventure game Called BYO-Hero
See: https://www.adventuregamestudio.co.uk/forums/index.php?topic=58073.msg636621409#msg636621409

As you can see the Main theme for this game is for people (specifically children) to 'Draw' and scan their own player as per this picture;


Their drawing can then be scanned in to operate as the playing character as per the example screens above (Picture of the character drawn by my daughter) - hence the game's name: BYO-HERO!
I want to automate this step > loading it into AGS as Dynamic Sprites with various 'Loops' I can draw arms and legs based on the size of the drawing and the resulting sprite loops for walking in the key 4-directions.

I have read the Manual through and looked through the forum Dynamic Sprites posts but nothing I can read seems to detail if this might be possible or not before I release the game for free here.
I think I can write up a program externally (or website) that can take the drawings and scale, then produce, the AGS Character Loops that will allow this but once I have a Sprites for the Player Character and the various Loops I wonder if it is possible in AGS to use Dynamic Sprites to load from a file in this way?


Note: My own kids and other family members have already drawn their own pictures, and I have cut-out/digitised those for use in the game as Loops and I have found this works really great! - but takes time. This idea however is really (re)connecting them to this era of (Point-Click Adventure) game and they love it so far (since it is 'them' in the game, they can relate and become potentially more immersed in the game experience(s)... and outcome) and it becomes a game you can play with your kids!

I work for people with disability in Australia, so I also hope to add in any coding that would help release an accessible version for those with disability to play (particularly for Teens/Children)! You can do the entire game with a mouse only.
- eg: If their carers/family could get a drawing (or a funny cartoon, or anything really) then I could digitise this into the game, record some sounds used in the game like dog-barking / bird-squawking or even talking if they wanted some key areas in the game as well however Dynamic Sprites will be the only way to make the Character Sprites automated so it can be implemented for the game.

Thanks!
#40
QuoteYou must be doing something else that's interfering with it

Yep, on re-checking the Stop Moving command was triggered on a Hotspot that has a 'WalkToPoint' set on it
- if I clear the WalkToPoint (0,0) - then the Character stops. Otherwise it (of course) keeps moving/walking to the Hotspot if I interact with it whilst character is moving.
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