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Messages - chucklas

#1
I have not looked at the demo in ages, but it seems like a bug with the regions around the stairs.  I can say with confidence it is not in the final version of the game.  I am glad you liked the demo!
#2
Actually the first image says there are no walk behinds.  Look at the player's coordinates.  It says (570,405).  I seriously doubt this is anywhere in the visible room.  I would try player.ChangeRoom(2,20,20). See if he doesn't show up there.  The coordinates you are using appear to be way out of the range of the actual screen.
#3
yeah, fair enough.  I was hoping to have some type of try/catch but I totally understand not implementing that in ags. 
#4
I am curious if it is possible to catch errors when reading ints from a file.  I have a file where i save the time played.  If someone tries to edit the file and then play the game, it causes the came to crash when reading the time played back from the file.  If possible i would like to just delete the file if there is an error when reading the ints instead of having the game crash.  I can't find anyway to do this.  Is it possible or am I just out of luck?
#5
QFI has a release date!!!  June 26th, 2014.  Read more here.

http://www.postudios.com/blog/?p=4232
#6
I agree Khris.  For what I am doing, the dyanmic sprite stuff is perfect as it will be seamless.  Even if I could have the destination coordinates as I hoped, it would still look choppy as the character stops and starts again.  Thanks for the help.  Consider this one worked out.  :)  Thanks again!
#7
I can take note of the coordinates right before the view switches to not lose them. 

If there is a way to not have him stop when the view switches, I am open to that too. 

Specifically, this is what I am doing:

I am reserving a walkable area (in this case 15) for all rooms for a certain terrain (I might use 14 later for another...etc.).  I will always use this number area in every room in the game when this type of terrain is used.  Then, in my global script I check the current walkable area (based on the character's x/y coordinates).  If it is number 15, I switch the view.  If they are in that view and not on walkable are 15, I change it back to the normal walking view.  Each time the view changes, the character stops walking. 

Is there a way to switch the view without the character stopping?  That would also solve my problem.
#8
HAHA.  Nice Khris.  I would have never thought of that.  This is perhaps the best way for me to handle this.  It will require a lot of work up front, but I think it will look the best for my purposes. 

I have seen that it is a closed system, I think it is unfortunate that we can't have that single coordinate though.  I imagine it would come in handy for a lot of things people want to do.  I don't need all the waypoints...etc.  Anyway, thanks for the idea.
#9
Quote from: Billbis on Thu 07/02/2013 13:03:47
You can store mouse.x and mouse.y when player clic. When view changes, you process another clic on the stored coordinates.

Yeah, this seems to be the best solution that I have come up with.  I was hoping it that there was a way to see the stored value.  While a character is walking, all of the waypoints that are generated have to be stored somewhere...feature perhaps?  :)
#10
Thanks for the idea, but that isn't what I was asking about.  Let me clarify.  If I click at a certain location and my character begins walking toward that location and encounters different terrain along the way, the walking view changes.  When the view changes, the character stops walking.  I would like for the character to not stop walking, instead to change view and then proceed to the intended destination.  I cannot find a way to know the destination (not the current location).  I hope that is clear.
#11
I can't seem to be able to find this anywhere, but while a character is walking from one place to another (and it is not blocking)is it possible to know exactly what the final destination coordinates of the character are?
#12
For turning off an object, you can change its "Visible" attribute.  Object.Visible = false; 

As for the running a script on a specific frame of animation, I can think of a couple ways to go about it.  I would think it would make sense to split the animation into two separate loops.  Play the first (blocking), then the script and then the second.  The other way you could do it would be to either use Wait(number of frames * delay) to wait to run the script at the correct number of game loops until the correct frame.  This would do the same as the first option.  If you want to make it non-blocking and still play at the correct time, you could use a counter in the repeatedly execute block of code to run the script at the right time.  For example, I would do something like this:

Have a global variable (int) initialized to say 1000 (higher than delay * desired frame).

foo.Animate(0, delay, eNoRepeat, eNoBlock,eForwards);
globalVariable = 0; 

In your repeatedly execute have the line
globalVariable++;

Also have a check:

if (globalVariable == animation delay * desired loop number)
{
    run your script to be played
}

This should work...I think!  :)
#13
One other addition that would be useful to me (and perhaps others) is to have the plugin automatically number lines that are not numbered.  The auto script generator that is built into AGS will redo all numbered lines when it is run.  This can destroy work that was done previously.  It would be a great help if we could have lines that lack numbers get numbered by Speech Center while leaving all other previously numbered lines unchanged.
#14
Quote from: Dave Gilbert on Fri 13/07/2012 17:09:52
Hey! We started using this in a major way on our most recent project, and it's the best thing ever! I do have one more request, if you'll indulge me.

Being able to generate voice acting scripts is a HUGE boon, but right now it generates every line for every character at one time. Would it be possible to generate specific reports, based on what is on screen? For example, right now we have a character that is mostly voiced. I want to generate a voice acting script based on whichever lines are still missing. I can get that up on screen easily enough, but it would be nice to generate the nicely formatted voice acting script as well. Would that be possible?

I have the exact same request.  This feature would be an amazing addition!
#15
I totally agree that that would work (with games I make), but I do not have that control over other peoples games.  Also, if I were making a game when the character has additional walk cycles, say for running (where I adjust the walk speed for that) it is much easier to just adjust the game speed setting. 
#16
Yeah, frito. That's the point of the thread.  If I don't have an audio file playing and then paused in the background speed settings don't do anything on my machine.  The speed settings adjust your fps.  Mine is capped at about 60 but can jump to anything with iTunes or windows media player going.  I think it is an issue with Win 7 64 bit and the i7 CPU. It is nice to have a work around, but if there is a setting that can be changed somewhere, I would much rather do that.
#17
Changing the priority does nothing.  It's weird.

I need above 60fps just for increasing speed settings in my games.  As of now, I increase the gamespeed so my character will walk faster...etc, and nothing speeds up, at all. 
#18
Another interesting thing about that work around is that by opening windows media player, or itunes, the problem does not get resolved.  It only happens once I play a song.  I can then stop the song and it continues to work fine.  Once iTunes or Windows Media Player closes, the FPS drops back to 60. 

So the question becomes, what (with the i7 chip in Windows 7) changes when music is being played that would cause the 60fps limit to be dropped?  Or is it that for some reason my CPU is not dedicating resources for increased fps for AGS even though I have only 3-5% use on my CPU?
#20
HAHA!  Turning the setting to ALWAYS ON fixed my problem.  I have no idea why, but it worked.  lol.

EDIT:  Nope, it didn't.  It worked the first time I ran my game, but the next time it was back to its old habit.  On my other machine I disabled VSync in the GUI manager and it did nothing for me.
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