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Messages - jamesreg

#101
I currently have my game set up to advance the text with keyboard press using the option in the general settings that ask you if you want to advance text with keyboard mouse or both

I would rather fix it so the text is skipped via the space bar only as players are complaining that sometimes when entering a mini game or new scene they accidently advance the text with the arrow keys or some other interaction.

how do I bypass the settings and script it to just skip the text with the space bar
#102
Its also not picking up that when your pressing the directinal arrow that when it loops your still pressing it and it causes but its not picking that up after the loop and keep the screen scrolling

Quote from: Calin Leafshade on Thu 03/06/2010 22:20:12
Hmm i'll have to look up that modules commands.. i'll get back to you..

but sticking your code in repeatedly_execute_always() should work.. although I would adapt it to something like:

Code: ags

 if (cKirk.x > 4590) cKirk.x = 405 + (cKirk.x - 4590);


this will stop cKirk from 'snapping' to the edges.

also remember to use else ifs to stop multiple cases from being true as the position changes.
#103
Quote from: Calin Leafshade on Thu 03/06/2010 21:44:54
and how are you making cKirk move? with a move command or directly altering the x and y?


moving with the keyboard using the  KeyboardMovement.SetMode(eKeyboardMovement_Pressing);  command
so that the character/viewscreen responds to keeping the arrows pressed like you would move in other games like this.

#104
Quote from: Calin Leafshade on Thu 03/06/2010 20:40:39
where are you putting that code?

repeatedly_execute_always()?
function room_RepExec()
#105
I am trying to do a space battle scene where you have a large space background and your look like your moving around though a viewscreen on a ship.

I am using this code

if (cKirk.x > 4590) cKirk.x = 405;
  if (cKirk.x < 404) cKirk.x = 4590;
  if (cKirk.y > 4690) cKirk.y = 305;
  if (cKirk.y < 304) cKirk.y = 4690;

to tell you when you get to the edges and to loop the screen around

we are using the arrow keys to move the character and using pressing function for the sensitivity

problem is when we get to the edge the screen stops you have to stop pressing the arrow key and press again to get it to loop

we tried to solve this by doing a keypress request and manually tell it to press in that direction when you get to the edge

however it does loop but is sluggish or not perfect

does anyone have a better idea or way of doing this where it will appear instantly to make the loop?
#106
OK so say my hotspot area is 800*600 over 25 seperate locations for a total of a 5000*5000 background

I would have to basicaly figure out the starting coordinates and ending coordinates for each of those locations
and tell it that if its within that area to change my graphic on my radar screen

#107
Ok,

I have the following things in my room.

1) Large scrollable space background
2) 25 seperate hotspots which in total cover the scrollable background
3) 1 large region which covers the entire scrollable background.
4) a radar gui at corner of screen (which has 25 invisible buttons representing the 25 hotspots above)

now I have two characters a player character which is set to a crosshairs cursor and looks like the viewscreen of a ship moving
then I have a npc character which is the enemy ship moving around the screen at random

this is the script i used to move the NPC around


bool found;
 int x,y;
 if (!cGronShip.Moving) {
   while(!found) {
     x = Random(Room.Width);
     y = Random(Room.Height);
     if (Region.GetAtRoomXY(x, y) == region[1]) found = true;
   }
   cGronShip.Walk(x, y);

it works the npc moves all over the place like I wanted

I have the hotspots set up so that when the player character (the crosshairs of the viewscreen) move over the hotspot it changed the correct button image on the radar gui to make it look like your showing the player characters ship on the radar

this also works perfectly

the problem I am having is I guess step on hotspot or walk on hotspot codes do not work for npc characters that are moving over those hotspots

so How do I get the hotspots to understand when my NPC ship is over those hotspots so I can get them to appear on the radar too.

basicaly I need to know how to get the npc to appear on my radar screen too

the code im doing for the radar for the player character is

function hradar1_WalkOn()
{
if (player==cEnterprise {

  Radar1.NormalGraphic=2142;
}
}

but no matter what i do i cant get this to work for npc characters that move onto that hotspot
#108
But wouldnt that just keep fireing all the other lines so in effect he would walk to my last location or somehting and not go from location 1 to location 2 to location 3 and so forth?
#109
Hello.

I need to move a NPC character to multiple coordinate locations.

I need him to move to location A then B then C and so on and so forth.

But I do not want the script to be blocked as I want the player character to be doing stuff as the NPC is moving around.

So i cant use walk or move with a blocking feature.

I thought about using an int and with each number added having it to tell it to then go to the new location but I cant do that without blocking eighter.

Whats the best way to script it so the NPC moves around to all these multiple locations and does not block script.

#110
Thanks for your review.

I would like to comment on it.

The dialogs are something that can easily be fixed and tweaked so thanks for pointing that out to us.

We are planning to re-do the sprites in the game at least the character ones before main release in a format
that will allow us to have smoother animations work is about to start on that now.

also on the note of the linear path to the game this will be the case with the first level of the game to make it easy
to settle into it.

but by the time you make it to your fight scene with the gorn that entire level is being designed up so that it could be different every time you play it.

The game play will be designed to get increasingly challenging with each Act or level of the game.

I would be interested in seeing more comments when you have played more and tried the demo and hard and easy modes.

All and all I am proud of mine and my teams work on this as it was the first full game we have done and first line of code I ever wrote in my life.

so for a first game I think we have not done to bad.

Keep the comments coming good or bad as thats the only way we can improve the project.

Thanks again for your review

#111
If this is in the wrong place I am not sure where it should go so forgive me.

I have noticed a few other Star Trek Projects along the way around here and some other places lately.

I wanted to offer anyonec creating a Star Trek game free hosting of site at www.startrekadventures.com/yearone
I will be setting up an area for hosting details soon.

There is no charge or requiment other then your project has to be related to Star Trek.

We will be launching another site soon which will provide hosting for other AGS type games as well.

Thanks and if this was in wrong place sorry.

#112
If you download the demo please help us improve the series by voting in our poll section on our website
These polls were designed to give us the quickest feedback on specific issue of the game series and wouuld
help us a lot and only take a couple moments of your time thank you.

http://www.startrekadventures.com/yearone/index.php?option=com_apoll&view=apolls&Itemid=93
#113
Quote from: DrewCCU on Tue 27/04/2010 01:43:54
Quote from: grim107 on Sun 04/04/2010 21:02:34
Great to hear that the site will be back up soon. I have a couple requests from the small amount of the beta that I played. First off, can you give the characters sprites for when they're walking diagonally? This would make the game look much better. Secondly, can you increase the speed of the walking animations? It kind of turned me off when I saw how slowly the characters moved around. I hope you listen to these suggestions. Thanks!

the walking animation is something we played with through this long process of making the game.  In the current demo, that speed should be significantly better.  However, if you still feel you would like it to move a little faster then just go into the settings menu and increase the game speed a little.

let us know what you think. thanks.

Also pressing the +/- keys will increase or decrease the active players walk speed without changing the rest of the games speed
#114
Official Demo Download  http://www.startrekadventures.com/yearone/index.php?option=com_content&view=article&id=75&Itemid=77


Official Demo is released full version coming soon
Let us know what you think here in post or at site

Main site www.startrekadventures.com/yearone

If you download the demo please help us improve the series by voting in our poll section on our website
These polls were designed to give us the quickest feedback on specific issue of the game series and wouuld
help us a lot and only take a couple moments of your time thank you.

http://www.startrekadventures.com/yearone/index.php?option=com_apoll&view=apolls&Itemid=93

Thanks for all the support from AGS that helped make this game possible we hope to have an evolving game series that will keep getting better
and better and we can only do that with your support so thanks
#115
I have a room in my game which has many hotspots and coding which would be hard to reproduce.
I need to have a duplicate of this room which I can edit for a hard/easy difficulty setting

it seems to be the easiest way to do this is to import a duplicate of the existing room then edit
that room with the changes I need.

i know I can import whole rooms or at least I think you can.
but if I import a room which already exist in the game will it overwrite or mess with the existing room
or will it just be named something else and exist as two seperate rooms?
#116
I deleted the cups but now i have a black line basicaly box around my text dont want that just want it transparent the middle is transparent and the border of the gui is my text color how do i get rid of the border that appears when my text pops up
#117
Ok I already have one game just about completed I used DisplayAt to display my text where I wanted it on the screen when doing dialogs.
this worked fine whole game.

Now I just created a default game and started a new game with it.

I am trying to use the same Displayat command but and I have the same textwindowgui as I had in the other game except now a black border appears around my text.

Cant remember if i had this problem last game and fixed it or not anyone know how to remove the black border I have all the settings same as the other game far as i know
#118
I see ags has the ability to have diagonal walk animations.
from what I see you assign them to a specific frame under the characters view
and click the box that says use diagonal animations

My question is this say you had not planned to use them and filled those locations with other sprites and it would be way to much trouble to
go though whole game and change them.

Can diagonal sprites be added to other frame set other then the default and scripted to look there for them instead?
What would be involved and would it be easy enough at last min in a game to code in and do?
#119
Quote from: grim107 on Sun 04/04/2010 21:02:34
Great to hear that the site will be back up soon. I have a couple requests from the small amount of the beta that I played. First off, can you give the characters sprites for when they're walking diagonally? This would make the game look much better. Secondly, can you increase the speed of the walking animations? It kind of turned me off when I saw how slowly the characters moved around. I hope you listen to these suggestions. Thanks!

The walking animation speed has been increased as well as animations in general it is more on par and acceptable now to be honest the creation and addition of diagonal walking animations will probably not make it into this release as we are so far into it and had so many delays that our main goal now it to release the project soon not that we will cut quality but that we have to be picky and choosy about what we do here or we will be working on this forever.

I hope the beta showed promise to you with what we are attempting how did you feel we captured the feel of trek with what you seen?

As this is planned as an ongoing game series we will put on the list diagonal  walking animations for the next release as we plan to improve the game as we go only user response like yours will help us do that so thanks.

we have redesigned the interface since your beta here is a peek at it

We have decided not to release any more betas we will very shortly be releasing an official demo which will include act 1 in its entirety.
We hope that by making it easy for all to try out we can increase our response and have you the players help develope the rest of the series.






#120
What Is the easiest way to get a mouse over effect on a gui passover

I have a gui that is 800*100   running across the bottom of the screen

I want when the mouse moves into this space for it to change the cursor to a certain cursor
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