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Messages - matredman

#1
Yes, its 206 somehow from 200 height originally. I changed the skippy images to 200 (upsetting all the hard work with walkable areas etc) and now its better. But the first 4rooms I ever made were also 206, and don't skip/move. So I guess I'll just have to count my blessings... cheers
#2
Ok, its simple, its basic and I'm perplexed.

I've been making backgrounds/rooms alright up to about 4 , and import the same size for each new room. Now all of a sudden its decided to go odd.

Well, my plan is to have fixed screens for each room/scene and no scrolling. Well, now the rooms ive been making move just slightly when my character walks "up" and down again when he walks "down".

I know I'm being a thicky somehow, but can't find out how to sort it.
#3
"You are a gentleman and a scholar, thankyou."
#4
Quote from: matredman on Sun 22/02/2004 15:36:01
OK,

I,ve got that working now. But I can't get the other character to turn, in response to the starting of a conversation.

I've been trying:

Code: ags
function dialog_request(int dialog) {
if (dialog == 1) {
Wait(70);
FaceCharacter(EGO,CUR);
FaceCharacter(CUR,EGO);
Wait(1);
}
}
#5
OK,

I,ve got that working now. But I can't get the other character to turn, in response to the starting of a conversation.
#6
Hello kind hearted computer users,

I am trying to get my character to face people (other"characters") when he initiates a conversation from either side of the other person. Say, they could be anywhere in a room and you click to talk-to, regardless of up down left or right of my character, I want him to face the person, it's basic etiquette. Right now he's acting like a right rude git.

And I want him to stay viewing that direction at least for the dialogue.

I suprised myself tonight by messing with the Global Script, but before that I only went and got down to about page 20 of the forum for an answer! I manged to find something about changing character view during dialogue moments, and felt a perverse pleasure in managing to do a 'run-script' operation so early in my AGS days.

But Alas! My character's deafult talking view is face-on like LucasArts style (talking into the monitor screen), and he keeps zipping back into that view during dialogue. ::)
#7
HHHAANG ON!

I'm being a stupid. Forget that last post.
I just found out out that stuff in the tutorial. Silly me. HOWEVER, I don't really get how to specify in "use inventory with hotspot". which inventory gets used? How to specify a response for each attempt at inventory use. And how to make my character loose the right thing.

Now Is it best to have the "sticky" area first a HOTSPOT. that becomes a visible/active "OBJECT" when the posters are placed onto it?
#8
 :)
Thankyou kindly for the very detailed/lengthy advice!

You have read correctly into what I mean to achieve.

It appears I'll need to work harder on my scripting practice.
I can't fathom how it works with this

if (IsObjectOn(0) == 0)   -whats with the if and the == 0)



{     -whats this for



SetObjectGraphic(0,10);  - now this I got ok
ObjectOn(0);    -why would it be turning on object (0)?
}
else { //Don't allow the player to put another poster on the wall.
Display("There is already a poster on this wall.");
}


Dont go to too much trouble, though, I really will/should be locking myself away for a while to study the scripting more, but no doubt I'll be back to the forum.
Thanks
#9
 ???

Dear All,

What I mean to achieve: That my character can try using different posters/flyers with 3/4 different 'sticky' parts of a wall and the right combination will solve a puzzle (after asking an adviser to have a look-character). The posters also look different to be ajusted to suit perspectives(wall angles).

The Problem: After trying to use graphicsview functions I found it could only do so much. My way of approaching the idea fresh was to have the sticky wall areas as objects, and the posters are objects(obtained elsewhere). Now, I made the first set of posters as invisible objects over the sticky bits, and had them made visible with inventory interactions, this worked fine, and I had my character walking about fine ajusting the combo with only one poster! BUT it was then time to try working on having the second poster option, let alone third! I have become stuck as to how I can lay down the right systems and conditions for building such a puzzle. Remembering that each poster will be three objects in their own right (for perspective sake).

Sorry to be a rambling beginner! But this is what a forum is about I guess !hoorah!

(actually, maybe I should only have the combo on two sticky area's on one room - and one or two elsewhere due to the 10object limit)
#10
Ahh! Thankyou for the insta-help earlier-it seemed working well, but now its gone glitchy on me.

One thing, it wont recognise the sprites I tell it to(I've made the correct angle sprites to correlate with wall perspective). It keeps using the wrong image. And I've tried changing the sprite number and even lined them up in a row but it just won't listen.
Another issue is being able to pick up the object again after its been applied.
#11
To solve a puzzle my character must use different posters(objects) with a series of walls. The right combination sort of thing.

Anyhows, the walls are at different angles. So what the character needs to be able to do is try different posters with different wall spaces so he can see it. And each time a poster is used on a different wall, the character puts it up and so forth. I need to have the posters alter their perspective to suit each wall space.

The only solution I can think of is to re-draw the walls as flat/straight and have a universal perspective for the objects.
#12
Critics' Lounge / Re:Town Pic
Sun 15/02/2004 03:13:56
Great initial work, however, a course in moving forward depends on how much importance the said "Temple" has on the story. If it is vital, then I suggest making it massive, and better viewed in a new room when the character walks up to the door. Maybe I have mis-interpreted the'town', but if this is too much bother, just keep fiddling with the perspective and make the temple(if vital) a beast of a building somehow. It should work out alright, especially with the colours and design style you have used - though I say this not really knowing how much you might want to re-do the windows if re-sizing! Well done so-far!
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