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Messages - kaizen101

#1
Quote from: Moresco on Mon 20/07/2020 09:45:12

So my question is this.  Does the interface appear wherever you click, or always in the middle?


The interface will only show up when its your turn to attack, when attacking it will automatically disappear,  (nod)


Quote from: InCreator on Thu 30/07/2020 10:22:12
Quote from: blur on Tue 02/06/2020 15:10:11
It looks super artificial. Of course, if you color it really well, it might look a lot better.


Thanks. Overtime, I will change the design, just got my job back so I will try to learn (pixel maybe) with the little time I have. I have'nt touch the engine for months already thinking about a story and design I can use (then I got my job back).
#2
Hahaha! That's great! I will try to join again  :-D.
#3
Quote from: Monsieur OUXX on Mon 08/06/2020 12:05:19
Unrelated to UI: Pick a better font. Better as in "more readable" and as in "more original".

Thank you, yes I will change the font type, I have downloaded free font and experimenting on how it will look like, even the design and character might change if I feel like I need to change it later on, since soon it will be on and off working on this, which will also give me a chance to judge my own design, right now I cannot judge it properly.... 

Quote from: Monsieur OUXX on Mon 08/06/2020 13:02:32
The question of "should the action originate from a click on the enemy or a click on myself" is interesting. I've been asking myself the same question about the 9-verb interface versus verb coin interface.

Clicking on the target first and then choosing the action sounds wonderful from a UI perspective : It's more modern and requires less clicking. BUT then I realized that it's slightly less immersive because I want the click to symbolize an action initiating from my character, as a projection of myself. I want that click to mean "I want to attack and then see the repercussions of my choice", not the opposite.


On my first design, before I have change it to clicking enemy name, it was designed for the enemy to be clicked, however its after you selected your action (UI on character), Im not used on clicking monster before I can select what I need to do.
#4
I think I will do that, just the name. Thank you so much.  :grin:
#5
I see, so that's how it work. Next time will do. I can see that not much participate on voting even on other contest, which should be done by non participant (298 Guests, 5 Users (maybe they are not interested)), but who am I to blame, if I my self don't vote. Just a suggestion, don't you think its best if there is a poll (I think Mags have it) as well on background events like this? Its just that I'm not good at expressing myself, so its easier to click on something.  ;-D     
#6
Quote from: Cassiebsg on Sun 07/06/2020 10:16:49
Thanks, but to be honest don't know if I want to host it.  :-\ When not even half of those that participated with an entry bothered to vote.  :~(

Congrats Cassiebsg!
I'm sorry I did not vote... I don't vote if I'm one of the participant.. I apologize about that. 
#7
I see, so I over loaded the interface with similar image, i will keep that in my mind, I've been thinking about that image in the middle, so I will remove some part that is not really needed or give an option to select a diffferent UI.  I think I will go with the last one. Again thank you so much!  :-D
#8
Quote from: Matti on Thu 04/06/2020 11:14:22
Looks functional, though instead of selecting characters or enemies via a GUI I would prefer clicking directly on them.

Thank you so much for that, this one have that option as well(before) however since I make the GUI bigger It blocked the option to click the enemy directly. I think I have not removed that option (I dont remember removing it). I will keep that in mind that some player like clicking enemy directly. Thank you so much!
#9
Thank you so much! Have a great day!
#10
Thank you so much! To be honest I just want to check how other  game creator make there RPG battle system with AGS, if they do it the way most games are.
And because I'm also working on one which I may not be able to complete, or may take a while since I need to go back to work soon even if there is still COVID19.



Oh! Rabbit, it should be slime (I made a lot of changes).
#11
Thank you so much! Let me check this one, any other games like this made with AGS?
#12
Hi! If I may ask, is there any games made with AGS that have a RPG battle system? I think I saw one but I forgot  the name..  :-D
Thank you!
#13
Thank you so much for checking this UI,

Quote from: blur on Tue 02/06/2020 15:10:11
>Is this looks okay?
No.
Spoiler
I hate this graphic style. The sight of those arcs and splines makes me sick. It looks like a draughtsperson had a stab at doing artsy design or even worse: Those icons could be generated by a trained AI. This is indefinitely more abhorrent than ham-fisted dilettantes using Paint with a flaky mouse.
[close]
But this is my personal opinion. If you like this style, go for it!

>does it looks hard or easy enough [?]
Functionally it looks like the standard role playing game battle mode interface. So, yes it is easy enough.

Hahaha! I'm sorry about that, and thank you for being honest. Yes, I will go with this style, I'm making it as simple as possible, because once I have a working game I can just change it as much as I want.    Again, thank you!
#14
Hi! I just want to know what other would say if they are using this interface (disregard the BG):
The full GUI will not be visible including the picture above if player cast/defend/attack or use item.



Is this looks okay?
does it looks hard or easy enough, as I understand some player don't want to move mouse to much.
Thank you so much in advance!
#15
Code: ags


function hclownG_WalkOn()
{

  if (Hotspot.GetAtRoomXY(cPlayer.x, cPlayer.y) == hclownG) 
  {
    soundX.Play(eAudioPriorityHigh, eRepeat);
  }
  else
  {
    soundX.Stop();
  }
}



Hi I test your code and it works fine, it plays when I'm on a hotspot, I also test stopping it when I'm not on the hotspot
#16
do you think something like this might work?

if( character on hotspot =true)
{
  if (character already done action = false)
{
    do action
  }
  else
{
    dont do action
}
}

#18
Quote from: Khris on Mon 11/05/2020 23:17:57
Try this instead:

Code: ags
// above repeatedly_execute
int olr, oud;

void HandleWalking() {
  int lr = IsKeyPressed(eKeyD) - IsKeyPressed(eKeyA);
  int ud = IsKeyPressed(eKeyS) - IsKeyPressed(eKeyW);

  if (lr != olr || ud != oud) {  
    if (lr == 0 && ud == 0) player.StopMoving();
    else player.WalkStraight(player.x + Room.Width * lr, player.y + Room.Width * ud, eNoBlock);
    olr = lr; oud = ud;
  }
}

// inside repeatedly_execute()
  HandleWalking();


Thank you so much! I will try it and keep this code.
#19
I think I was able to fix the issue for the keyboard movement, it no longer pass the nonwalkable area, its just the mouse issue now which only occur on if its a big background, but I'm not going to use mouse for movement so I think its solved, thank you so much!.


This is the code I used inside function repeatedly_execute() in Global script :




  //////////// keyboard movement
 
if (GetWalkableAreaAtRoom(player.x, cPlayer.y-6) != 0)
{
  if (IsKeyPressed(eKeyW))
  {
      tempAmount = 5;
      cPlayer.y = cPlayer.y - tempAmount;
      cPlayer.Walk(cPlayer.x, cPlayer.y-1, eNoBlock);
    }
}
   
if (GetWalkableAreaAtRoom(player.x, cPlayer.y+6) != 0)
{
  if (IsKeyPressed(eKeyS))
  {
  tempAmount2 = 5;
  cPlayer.y = cPlayer.y + tempAmount2;
  cPlayer.Walk(cPlayer.x, cPlayer.y+1, eNoBlock);
  }
}
 
if (GetWalkableAreaAtRoom(player.x-6, cPlayer.y) != 0)
{
  if (IsKeyPressed(eKeyA))
  {
  tempAmount3 = 5;
  cPlayer.x = cPlayer.x - tempAmount3;
  cPlayer.Walk(cPlayer.x-1, cPlayer.y, eNoBlock);
  }

}
 
if (GetWalkableAreaAtRoom(player.x+6, cPlayer.y) != 0)
{
  if (IsKeyPressed(eKeyD))
  {
  tempAmount4 = 5;
  cPlayer.x = cPlayer.x + tempAmount4;
  cPlayer.Walk(cPlayer.x+1, cPlayer.y, eNoBlock);
  }
}
#20
Quote from: Khris on Sun 10/05/2020 20:02:31
Are you using the KeyboardMovement module? Or custom code?


Yes its a custom code.. not a good one

  if (IsKeyPressed(eKeyW))
  {

   tempAmount = 5;
    cPlayer.y = cPlayer.y - tempAmount;
    cPlayer.Walk(cPlayer.x, cPlayer.y-5, eNoBlock);
  }
  else
  {
    if(tempAmount>0)
    {
      tempAmount--;
    cPlayer.y = cPlayer.y - tempAmount;
    }
  }

  if (IsKeyPressed(eKeyS))
  {

    tempAmount2 = 5;
    cPlayer.y = cPlayer.y   tempAmount2;
    cPlayer.Walk(cPlayer.x, cPlayer.y 5, eNoBlock);
  }
  else
  {
    if(tempAmount2>0)
    {
      tempAmount2--;
    cPlayer.y = cPlayer.y   tempAmount2;
    }
  }

if (IsKeyPressed(eKeyA))
  {
    tempAmount3 = 5;
    cPlayer.x = cPlayer.x - tempAmount3;
    cPlayer.Walk(cPlayer.x-5, cPlayer.y, eNoBlock);
  }
  else
  {
    if(tempAmount3>0)
    {
      tempAmount3--;
    cPlayer.x = cPlayer.x - tempAmount3;
    }
  }

   if (IsKeyPressed(eKeyD))
  {
    tempAmount4 = 5;
    cPlayer.x = cPlayer.x   tempAmount4;
    cPlayer.Walk(cPlayer.x 5, cPlayer.y, eNoBlock);
  }
   else
  {
    if(tempAmount4>0)
    {
      tempAmount4--;
    cPlayer.x = cPlayer.x   tempAmount4;
    }
  }




  tempAmount = 5; ///the movement speed, and its used to decrease the movement slowly once char stop, to slow down the strong halt movement on the map.
  cPlayer.y = cPlayer.y - tempAmount; //this makes the char move, I think that the nonwalkable area cannot stop this
  cPlayer.Walk(cPlayer.x, cPlayer.y-1, eNoBlock); // the actual way to make char walk, but in here its just makes the char use the animation

anyway to code something like this?
that will pushback character

if((charmove up == true)&&( itHitNowalkable)
{
   cPlayer.y = cPlayer.y + 5;
}
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