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Messages - deltree

#41
ok, thanks for the answer.
I finally found something about physcial laws and movement, but unfortunately, AGS doesn't deal with real number, neither with cosinus or sinus, so, I think I won t give my stone a realistic movement...too hard!
#42
hi again,
I've got a problem with dialog scripting:
I'd like to enable some dialog option (in the dialog screen) depending on wether the character has an object or not.
For example, the player has a stone in is inventory, and when he talks to another character, the dialog option:
"what can you tell me about this stone" will appear ONLY if the player possess the stone.
#43
is there a function to know wether the player has an object in is inventory or not?
#44
the title might look strange, but , in the end, all I want to do is to code the movement of a falling stone, including acceleration.
actually, I'd like not only that the stone fall, but if any object is thrown by a character, I should describe a parabolic movement, just like any ordinary object in real life. I'd like to code that precise kind of parabolic move.
Did anyone worked about it?
does anyone have a code source to code it, or a function?
actually, I'd like to code that kind of function:

function parabol(x1,y1,x2,y2,top,object,time)
{
....?
....?
}

That function would do the following thing:
-move an object(object)
-from location (x1,y1)
-to location (x2,y2)
-with a top height(top),
the top height is reached in (time) seconds


- in a parabolic movement - just like if the object was thrown by the player.

???  ;D
#45
Critics' Lounge / Re:Pulp sci-fi [updated]
Thu 13/11/2003 23:01:29
Quote from: hippie on Thu 13/11/2003 16:23:04
This one is very old drawing of mine (maybe 5 yeasr back) which is made with penncisl and then inkeded. coloring is made with the Paint Shop Pro 7, using Wacom Volito tablet.

Satnding normally? I am sorry but I just don't understand this one. Could you clarify a bit?

ok I see the problem:
The guy is "sitting" on the pillar behind him.
I though first that he was standing.
If they was some kind of "shadow" between him and the pillar, it would have been more obvious to me.

#46
Critics' Lounge / Re:Pulp sci-fi [updated]
Thu 13/11/2003 10:04:51
excellent!
is that painting? the planets are awesome too.
but why is the guy not standing "normaly" on his legs? it looks like he's going to fall.
#47
Critics' Lounge / Re:flash anim
Tue 11/11/2003 21:47:51
Well, actually, I'm curently preparing the whole double dragon story using AGS engine, and at my spare time I made this short flash anim.
I have to say something:
most people told me to use flash instead of AGS to make animations, but definitly, flash isn't that smooth and makes difficult wrtten dialogs. and with no dialogs, how can you make a story?
#48
Critics' Lounge / flash anim
Tue 11/11/2003 21:24:02
hi,
what do you think about that flash anim?
(download swf flash anim)
http://membres.lycos.fr/del3/both/jimmy%20vs%20mario.swf

or download exe flash anim
http://membres.lycos.fr/del3/both/jimmy%20vs%20mario2.exe
#49
the limit number of object is 10 per room.

in my game (witch is NOT a game but a movie) I've a lot of animating running, and the whole stuff is in one room only.
so, I can't use objet to replace characters animations!
#50
again, It would be cool to have a function like this:

animateframe(CHARACTER,view,loop,frame);

A function where you could just pick ONE frame.

And another function that could "lock" the character in that frame, or in one loop only and allow him to move with that frame / or loop displayed only.(another function could unlock the view and return to the player normal view.

Because we are very limited in the number of loop per view.
#51
ok, I've though about it, but due to the engine limitation, I can't use a lot of object.
How many object can be used at a time? I guess not that much, And I've a lot of characters in my scene.

for the second question, animateobjectex doesn't match:
it can play the animation backward (from frame 5 to 1 instead of 1 to 5 for example) but it cant play it FLIPPED!
#52
hi,
I've got a problem with an animation I'm doing on AGS:

I've got a character that can walk, and also do some special animations like flying, falling from a cliff, and doing a lot of animation that are not just walking.
The problem is that the character needs to move while this animation run (for example, when the character falls from a cliff, he moves, but there is just one animation frame.

I can do it by creating a new view for the character's falling, but it would be a waste of place, since I've many characters and they have a lot of special animation.

I wonder if it is possible to "lock" the character sprite in only one frame and make him move?

also I've a question:
is it possible to "flip" an animation in the code? not just playing it backward, you see, flipping the frames from left to right?

------------------------
it's ok, now I've found a solution to move the character in a specific direction, without using the normal animation loop.

now, all I need to do is making a function with it, since I'll be using it many times.

now, here's the problem:

I create my function "movecharacterspecial(........)".
I put the core of the function inside "main script"
I call it in the room script
It doesn't recognize the function (unknow token "movecharacterspecial")

what is the problem?
#53
hi,

in most games, there are often "cut scene", you know, the animated sequences where you can't play.

Actually, I'd like to create a cut scene but allow the player to skip it if he wants to.

I though of something like that:
if player presses "esc" key, then skip sequence
(and put that piece of code in the "repeteadly execute" for that room)
but most of my functions are blocking, and the "repeateadly execute" seems to never happened.

what is the good way to code a "cut scene" and make it skippable.
(I hope you've understood)
#54
Quote from: Gilbot V7000a on Tue 14/10/2003 05:19:18
Because you CANNOT use == or = to compare or assign strings. moreover you're missing else's, so the wrong room message may also be displayed when you enter 1 or 2. I can quickly think of two different ways for your code:

1. Convert the string to integer first:
string name;
int nameint;
InputBox("which room ?",name);
nameint=StrToInt(name);
if (nameint==1) NewRoom(1);
else if (nameint==2) NewRoom(2);
else if (nameint==3) NewRoom(3);
else DisplaySpeech(ROGER,"wrong room");

2. Use StrComp():
string name;
InputBox("which room ?",name);
if (StrComp(name,"1")==0) NewRoom(1);
else if (StrComp(name,"2")==0) NewRoom(2);
else if (StrComp(name,"3")==0) NewRoom(3);
else DisplaySpeech(ROGER,"wrong room");


Personally I like method 1 more.

ok thanx, it works perfectly now. (beware,it's not "StrToInt" but "StringToInt")
#55
thanx man!
however, I don't understand the "else":
why is it needed?
let me think....

if I do that then "exit the room"

Whatever goes after will never be executed, will it?
#56
string name;
InputBox("which room ?",name);
if (name=="1") NewRoom(1);
if (name=="2") NewRoom(2);
if (name=="3") NewRoom(3);
else DisplaySpeech(ROGER,"wrong room");

I put this code on "player enter scene (after fadein)"
When I execute it, even if I enter 1 or 2 or 3, it always displays "wrong room", WHY????
#57
hi everybody,
I've got a problem:
I'm doing a scripted sequence, but I want it to be "skippable" I.E , by pressing a key, the sequence takes end.
I've tryed "if iskeypressed()" command with the proper parameters, repeatedly executed, but since my commands are blocking during the scripted sequence, it doesn't do anything.
Is there a way to do it, Or do I need to make ONLY non blocking commands during the scripted sequences?
#58
Advanced Technical Forum / no, of course
Mon 29/09/2003 22:49:28
It's ok, all these function are about the same (movecharacterblocking, movecharacterdirect...)

The basic one,  "movecharacter" is a non-blocking function.
it's the one I'm using.

the one you give me don't really solve the problem.
however, there's no more problem, I fixed it already, but thanx!
#59
Ok,
finally, I've used the movecharacter solution, but the problem with that instruction is that , for example, if you do this:

movecharacter(location 1);
movecharacter(location 2);

then the character will move directly to location 2.
Because he doesn't wait for the first insctruction to finish , he does the 2nd directly.
The only way to do it, is to FORCE the program to run the first instruction completly, that is to say, move the character to location 1 THEN to location 2

3 solutions for that:

1st: using a timer. between the first and the second, I will use a timer long enough for the 1st instruction to run fully.this solution is not very good indeed.

2nd: don't run the second until the location 1 has been reached. this solution is the best.

3rd: running the second instruction ONLY if character is NOT walking anymore.
#60
by using a timer properly, I can do it.
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