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Topics - matredman

#1
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.
#2
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. ::)
#3
 ???

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)
#4
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.
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