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Messages - Vince Twelve

#801
That's what I thought.  Thanks for confirming it for me.

I'm right in thinking that there is no way to do a non-animating "Walk" except to have a one-frame view, correct?
#802
Nope
#803
I just upgraded a project to the new release to take advantage of the new Character.Move but it didn't work out how I hoped it would.

I'm trying to make two characters move across the screen at the exact same speed but not necessarily in the same direction, but one has to "Move," and one has to "Walk."  But when I do this, the one that is "Moving" zips across the screen way faster than the other even though their speeds are the same.  I believe this has to do with MovementLinkedToAnimation=true on the character that is "Walking."  I tried adjusting the speed down for the "Moving" character, but to make them move at the same speed, the speed needs to be somewhere between -1 and -2 which I can't do.

Before I start ripping out code to change to my work around, is there a way to make the "Move" command move like a "Walk" command?  That is, can a speed=4 "Moving" character move at the same speed as a speed=4 "Walking" character that also has MovementLinkedToAnimation=true?

And before these workarounds are suggested:

-They're moving in different, determined at runtime, directions, so just having one "walk" and then tie the "moving" one's x and y coordinates to the "walking" character won't work.  But it is important that they move at the same speed.

-The "Moving" character must be "Moving" because there are other frames in the view, but the frame and loop shown on the character are changed depending on other factors besides walking animations.  Because of the different way this character is using frames and loops, just creating a view with one frame would mean that I would have to create hundreds of different views, which I'd like to avoid.

-Using LockFrameView stops the character from moving.  I thought that just using LockFrameView and then doing walk would work, but apparently that also locks them in place as far as the "Walk" and "Move" commands are concerned.

My current work around plan:

-I'm planning on changing how the "Moving" object is handled and instead of having one view that has all the appropriate frames and changing between them manually, I'll have one view that has one frame and then change the graphic of that frame in code to the appropriate graphic.   Then I can just have the "Moving" object "Walk" with only one frame in the animation. It's a little more cumbersome, since I'll have to keep track of all the sprite slots, and I'll have to change a lot of code that I've already put in.  So I wanted to post this question first.
#804
Not terribly old, about 5 yearsish, but before I went to Japan, I built a blog from scratch out of Flash.  I still use the design/programming in my portfolio which helped me get my current job, but the writing in the blog is like a look back into another life.  After I stopped writing in this blog, I got married, had a kid, moved across the world (again).  It's seems seriously like ages ago.

It used to be at omahatookinawa.com, but now is archived on xiigames.com:

Main site: http://xiigames.com/archive/o2o/

Blog: http://xiigames.com/archive/o2o/journal.html

And definitely watch the video I made.  It still cracks me up!

Video: http://xiigames.com/archive/o2o/intro.html
#805
AGS Games in Production / Re: Resonance
Sat 27/12/2008 16:37:57
It's hard to estimate the overall progress or when we'll be done.  To be honest, I had originally planned to have this done by Christmas 2008.  Obviously, we're far behind where we wanted to be.  But quality takes time!  And it is quality!
#806
AGS Games in Production / Re: Resonance
Thu 25/12/2008 20:48:49
Yessir!

I should have copy/pasted the short explanation from my blog:

QuoteThe first (of… possibly more?) official Resonance poster shows off the four playable characters and the many varied emotions found throughout the game. Like “Surprised” and “Crying” and… “Headache”. So pretty much the whole gamut. Print it up and hang it in your locker!
#807
Princess Marian 12!

11 com-pe-titions!

10 Abandoned WiPs

9 Beers I've Drinken

8 bits of colour

7 manly hookers

Six Day Assasin

Fiiiiiiiiiiiiiiiiveeeeeeeee
AGS
awaaaaaardsssssss!

Four hand-drawn graphics,
Three custom musics,
Two fanmade sequels,
And a poster in a blue cup-pee!
#808
AGS Games in Production / Re: Resonance
Thu 25/12/2008 14:33:14
Christmas present bump!


Click through for the bigger version

Also: Deirdra Kiai is the newest member of the team!  She's helping me out with the dialog writing and she's super awesome!

Thanks for the patience!
#809
Ooh, I agree with G!  That always annoys me too!
#810
Yeah, that's a good work around ProgZ, unfortunately, I'm going to need this in pretty much every room and I don't want to have to enter in coordinates for every walkable area I use.   For now, I'm just leaving this feature out.  But if an IsWalkableAreaEnabled function shows up soon, then it's back in!
#811
I would like an IsWalkableAreaEnabled function.  I just came upon a place where I wanted to do this and was surprised that it wasn't in there.  Not sure about a work around yet...
#812
General Discussion / Re: Greece in trouble
Sun 07/12/2008 20:30:35
Sounds awful Nik!  You keep that family of yours safe!
#813
Wow, I'm gone for a while and my entire awesome custom dialog system is rendered obsolete!  Well, I guess not really since I can't upgrade to this version due to Resonance using that upscaled ttf font bug in 3.0.2.  But it will be extremely helpful for Ivy's new game!  Thanks CJ!
#814
[snip] Got someone, thanks!
#816
AGS Games in Production / Re: Boryokudan Rue
Sat 20/09/2008 23:42:04
Looks great as usual J!  Looks like I've got a new game atop my most-anticipated list!  Let me know if I can do anything to help.
#817
Whoah, neat!
#818
Quiet you!  Now back to work!
#819
Awesome Dave!  You're famous some more!
#820
Gwaaarr!!! Poorly designed GUIs make Vince ANGRY!!!!  Vince smash!

Seriously, I also have to thank ProgZ for being an incredibly patient, hardworking, and awesome sprite artist.  As far as bosses go, I'm pretty crap.  I'm practically paying him in McDonald's coupons (or less!) and he still finds the time to be even more of a perfectionist than I am!

I have to similarly thank Nik, who is also working for far less than he'd like to, I'm sure.  And even though he just went through an international move (which I'm days away from myself!) he's still a dedicated Resonance soldier!

And the only person working on Resonance getting less money than them (besides myself, who's currently working for negative money) is CJ, who does it all for squadoosh!

Also, I've got to thank *** *** and **** ******* who are fun to work with on that project that I'm not sure if I'm supposed to talk about being involved with.  :-X
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