So it is Deep Roy? I thought it was him.
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Show posts MenuQuote from: CaptainD on Sat 06/10/2018 11:41:56
Family friendly gameplay but she appears to be topless?!![]()
_bottle?.GetComponent<IHotspotComponent>().Interactions.OnInteract(AGSInteractions.INTERACT).SubscribeToAsync(onBottleInteract);
Quote from: Pomperipossas_Godishus on Tue 02/10/2018 01:08:56This is not realistic. No indie game costs that much. Unavowed and Lamplight City, for example, cost 15â,¬.
A game often cost about 50 dollars, or more.
Quote from: tzachs on Sun 23/09/2018 22:25:35Quote from: cat on Thu 20/09/2018 21:36:31I can't reproduce this, so I need more information.
When I use this and click somewhere, nothing happens in the game but I see an exception in the output window:
Exception thrown: 'System.IndexOutOfRangeException' in AGS.Engine.dll
Is this the entire error message, no additional stack trace? Also, where did you put this code? And can you also write the code you used to add the walkable area? Or alternatively, can you send me your project again (with the error reproducing)?
QuoteI guess I'll just stick to my implementation for now.
Not necessarily better, but you can get an empty bitmap as I said before, and then add a translate component which gives you the ability to "move" an area on the screen.
Quote
Ah, right, I think I changed it to all images after realizing the same logic applies, you can have multiple animations with different widths and it makes it easier to align by default (and also it's more consistent). I don't necessarily have too strong opinions on this, willing to discuss if you have a better suggestion.
QuoteI think the main issue with the pivot is (apart from being a bit obscure in the first place), that you don't set it to a specific pixel position but to a relative point within the sprite. This does not matter when positioning an object manually in an editor, but it is confusing when doing it in code. Especially with low-res games, where every pixel counts, this can be problematic, because you don't know the exact pixel position you have to use when pivot is 0.5.
I think cat's struggle here stems for the fact that she's porting an existing game, I don't think she'd encounter this issue when creating a new game (we'll see when people actually create new games, though).
QuoteThis sounds like a good idea. I thought about suggesting something already.
The engine should be geared with defaults that apply to the most common use-cases for point&click (or in the future, like we discussed, we might have templates with different defaults, geared to that specific template use case).
Quote from: tzachs on Mon 24/09/2018 22:05:54
I don't think it applies to cat's game which is a standard point&click (mechanics wise, ignoring the wonderful puppets) with standard puzzles.
Quote from: tzachs on Sun 23/09/2018 11:04:12Sorry I have to correct you, but at least with version a4b22 the default pivot point for objects is 0.5, 0. I looked at it via debugger and when I reset the pivot to 0,0 the object is moved to the correct position.
The pivot point is by default 0.5,0 for characters and 0,0 for objects.
QuoteNo worries, enjoy your vacation! I see what I can do in the meantime by myself. Also a good way to see how self-explanatory the documentation is
Also sorry that I haven't been more helpful lately, currently I'm on a 3 week vacation and a bit low on free time with proper internet..
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