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Messages - deltree

#21
Critics' Lounge / Re:New Background
Wed 18/02/2004 22:28:36
#22
here's a small animation I made using you background:
www.multimania.com/del3/download/zork.zip

and here's a screenshot:
www.multimania.com/del3/screenshots/zork.jpg
#23
Critics' Lounge / Re:My first background
Tue 17/02/2004 16:38:58
#24
actually, I've played both maniac mansion and fate of atlantis, and I didn't really get the fact that some action could be done in multiple way.

I had to use the "solution" found on internet to finish it...
unfortunately, most of the adventure game I play (I mean old school A.G like the one made with AGS) are too hard, and needs a walkthrough to finish it. most of them have weird solutions.

I think that a good idea to increase gameplay in adventure game would be to give the character the oportunity to solve one problem in a radical way, such as exploding the door that is locked. of course, it would be much more intersting to use a smart way, but, in the end, the player don't get stuck in a situation stupidly.
#25
Adventure Related Talk & Chat / gameplay idea
Mon 09/02/2004 13:36:18
hi there,
I've been looking for a adventure game that would have multiple way to solve a puzzle.
I mean, just like Deus Ex, if for example you need to go through a door but it is locked, then you can:
either destroy the door (basic/fighting way), either find the key /code (smart way), either find the guy that can open the door (smarter way), either go in front of the door, dressed like the pizza delivering man (funny/lol way)

Did anyone already do this kind of game with AGS?
is anyone interested in doing this?
#26
yes.
indeed, I think everyone needs much more control over characters animations:

--a "setcharacterframe" function for example.
--a "movecharacterframe" that would allow to move the character while locked in a specific frame, as you said.
--a "moveanimatedcharacter" that would allow to move a character while animating a specific loop, (why not? )

I think these functions would help to create easier animations...

Ho, again:
I think it would be very cool to think again about 3D representation, I don't mean a 3D engine, but, to allow us, or even make a tutorial about it)
something like a isometric view, or , for a given character, not only X and Y view, but a third coordinate: Z, the dept.

this would allow jumping over things, climbing, walking on different floors...
the Z axis would work for object too!
it would make easier and more natural the "walk behind" aspect.
#27
when you talk about "flipped" view, that's exactly what I mean:
before the "flipped" view was allowed by AGS, everybody had to create manualy a flipped view of his character.
Waste of time, waste of memory for the game, more complicated.

Now, this option seems obvious and natural for us.

The function I'm talking about seems more obvious again, to me.
premade script are good for beginners, but when it comes to make your own game, everything needs to be set up by yourself.

A "walking animation" for example, is generaly a standard thing.
When the player walks to the left, then, he must generaly look like he walks left.
But, for some reason, sometimes we want it to walk backward, or walk in a different way....

Anyway, I'm not critisising chris work, since it's the most amazing and fun free software I've ever seen!

ho, again: merry christmas!

#28
Quote from: Squinky on Mon 29/12/2003 08:01:10
Okay, why don't you just give each of these actions there own views, then if you fill up all fifteen just start up another view and use setcharacterview?

Am I missing something?

ok, that's what I'm doing for now.
but, to me, It's not a smart solution.
it's a waste of place, a waste of views.
some animations (such as crouching) consists in ONE frame only. it would be so simple to have these "one frame animation" on the same line. it would be easier to pick up the right frame when it's needed and have only 1 view for 1 character.

Some animations are using almost the same frame compared to others. it's stupid to have to redo almost the same animation if only 1 frame is changing.
#29
Quote from: a-v-o on Mon 29/12/2003 06:10:41
Why don't you use objects instead of characters?


I've tried it already:
But what I want to do is have the most "clean" code possible. I mean, if I want to play my animation, I need to do all this:

-hide the character
-position the object
-give the object the proper frame
-wait for a while...
-hide the object
-display the character again.

It would be so simple if I could do:
setcharacterframe(character,view,loop,frame) you see?

this function exists for an object, why not for a character???
#30
Quote from: Scorpiorus on Sun 28/12/2003 21:24:08
And with the function I posted the same result? :P

didn't tried yet.
anyway,since it uses the same "character[].frame" that didn't work....
#31
yes, it's possible to do that, but since I've a lot of different animation for this character, I'm gonna need a lot of view.
there are plenty of characters in my game that have many different animation, that can be played in many different ways.

in the end, there won't be enough possible views, and most of my characters will have there animations frame in so many different view...it's gonna be a terrible chaos for choosing the right frame.

Anyway "animatecharacter" doesn't allow me to move the character while he is animating.
#32
in my game, on one loop, there are multiple frames, for different actions.

- on the 1st frame, the character knees, on the second , he lays down, on the 3rd, he jumps.

As you can see, there's absolutely no link between these frames, they are not meant to be played continuously:

In the scene I'm working on, the character is suposed to be kneeing.
so I use the first frame.
when I run the game, the game display the second frame, instead of the fisrt frame.( the character lays down instead of kneeing).
I first thought I used the wrong parameter, So I chose "frame 0" instead of frame 1. it still displays the same fucking frame, the character laying down.
sometimes, it depends, it displays the character kneeing properly...
I really don't understand, it looks like it doesn't work , or works weirdly!
#33
hi,
I've tried this already, but , has the help file said, the "character[..].frame" must not be modified.
it does some strange results, sometimes it doesn't work, it display the wrong frame.
#34
hi,
I've asked many times here about that question, but still I don't have an answer:
I want my character to do a specific animation (crouching).
This animation consist in only 1 frame.

I know I could use "animatecharacter(...)' to do it, it would be very simple.
unfortunately, this only frame would "lock" a whole loop, since "animatecharacter" works with a full loop.
my characters will need many animation loops, for specific actions.
he can crouch right, left, lay down, jump (left and right....)

if I use "animatecharacter" I will need a lot of loops.

loops are limitated for 1 view. (15 loops per view)
So, I will need to create others animations on other views.
my character will stand on many different views, it's gonna be quiet hard to create animations.

there's an excellent function called "setobjectframe" that allow to chose a specific frame from any loop for an object.

there's no function like this for a character. this could be so simple...

How can I deal with this problem easily?
#35
actually, it's not that simple:
the character can jump on a plateform that is higher or lower than the one he was before.
moreover, the plane is not supposed to be in 2d just like mario, but in 3D...
#36
thanx.
for now I'm still trynig to improve the jumping character movement:
it would be cool to change the character "baseline" during the jump.

my project is to make a movie , a sort of cartoon using AGS engine, witch will remind us of the good old game in the 80's.

I already made a short movie "lord of the bytes" that can be downloaded here:
www.d3Ltr33.fr.St
it was the first time I used AGS engine, and I'll make it much better this time.
#37
excellent.
It works perfectly!
(I'll make a video to show the movement smoothsness someday...)
There is still one thing that ennoy me:
the time is set in seconds, I'd prefer to have it in milliseconds...
(I'm using your functions to make my character jump when you press the "A" key).
Would you mind modifying the function?  ::)
#38
Quote from: SteveMcCrea on Mon 17/11/2003 08:38:48
Quote from: After on Sun 16/11/2003 23:01:27
You only need to emulate continuous functions if you are trying to predict or force the results, such as the highest point, which you don't if you're trying to be realistic.

Well he did ask for the object to hit a point on the screen and go through a top height. You have to supply *some* start conditions, and what better than those deltree suggested? Presumably the object is being thrown at something.
It's still "realistic" motion...

I like what you've done with the start_throw() and repeatedly_execute().

thanx a lot for the above code, I think you've almost done it. (didn't try yet)
Actually, I'm don't get much the speed parameter, so, I've added a new parameter to my function: time (watch the top post, you'll see what I mean)
It will make the job easier and more "compatible" with every game speed I guess...
could you restart the function including this parameter [TIME] ?
thanx!
#40
thanks!
I'll use this.
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