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Messages - mode7

#301
Ok first of all you were right. You can use room coordinates, which really helps with speed and coding

But I'm afraid that the problem still persists.
I changed the script to make a simple ledge detection:

function repeatedly_execute_always() {
if (GetWalkableAreaAt(player.x+30,player.y-128)==1 && GetWalkableAreaAt(player.x+30,player.y-138)==0) Display ("Collision");
}

only works in right direction but its just a test.

Here is an image so that you can imagnine what it looks like:


Uploaded with ImageShack.us
#302
Thanks a lot Khris!!!
This really helps, will try it out when i get home.
#303
Quote from: Khris on Wed 27/10/2010 21:43:04
Quote from: mode7 on Wed 27/10/2010 21:18:30I think it originates in the player using room coordinates and the GetWalkableArea using screen coordinates.

Exactly for this reason the code uses GetViewportX/Y() to translate room to screen coordinates.

Without knowing more about your game it's wild guessing.
How wide are the walkable areas? Do they actually have ID 1? How do you know it stays the same value?
the game uses some kind of pseudo physics to move the player down until it hits a walkable area. so the walkable area is actually the blocking part. this piece of code is actually stopping the player from moving further up which is not really important because it just checks a certain coordinate while moving up in rep exec.

Anyway when jumping up while scrolling the player is not actually moving if you just look at the screen cos which i need for GetWalkableArea. I know that because I draw GetViewportY-player.y on a gui and the value stays constant while the screen is scrolling this results that the walkable area is detected much higher than it appears on screen.

Ps: yeah ID1 is right
#304
put it at the beginning or end of the GlobalScript
#305
I'm using a modified version of Bernies very simple platformer script.
Anyway collisions are handled by determining if a certain coordinate lies on a walkable area.
It works fine so far by using routines like this:

if (GetWalkableAreaAt(player.x-GetViewportX(),player.y-128-GetViewportY())==1)  Display ("Collision");

The problem is it doesn't work properly while the screen is moving (e.g. if it is moving up while jumping the "player.y-128-GetViewportY()" stays the same value) leading to wrong results.

I think it originates in the player using room coordinates and the GetWalkableArea using screen coordinates.

I really hope there's a workaround for this because I don't know another way of doing it.
#306
It would be cool if Roomedit could load alpha channels from pngs as masks (walkbehind etc..) It wouldn't need to actually use them in game (which would be cool too) but just not having to deal with those 8 bit BMPs would really help a lot.
#307
Critics' Lounge / Re: City map
Tue 26/10/2010 23:40:01
I like the clean shapes and the colors as well as the overall layout. The oilrig looks a bit sketchy. One thing you should overthink is mixing shapes with black outlines with the ones without them.
#308
Some of the textures are very blurry - maybe you want to have a look at this site and replace them:
http://www.cgtextures.com/

Also the render quality is very low - which program are you using for it?

I know this is not the critics lounge, I'm just pointing this out, because these two things could be very easily improved

Other than that: I think the story seem interesting and some of the shots create a nice dark atmosphere. The Sprites also make a good impression.
#309
Hm..If you are colorblind why don't you make your BGs in Black and White? Actually I'd find it very interesting to try a cyberpunk game in B&W. Kind of like Metroplis. http://goingtothemovies.files.wordpress.com/2010/02/metropolis-01.jpg

Anyway. I like the BG area. But in the foreground there a few things odd: Perspective is very inconsistent with the skyscrapers and the foreground area, the black outlines don't really blend in very well and the whole thing lacks a little detail.

#310
I very much enjoyed Book of Unwritten Tales. To mention one of the newer adventures.
#311
Great game! It's amazing how much atmosphere you created out of one room. The writing is what really made the whole world feel alive and the whole scenario is shockingly plausible which is always a sign of good sci-fi writing looking foward to see more of this.
#312
It's newer than any of the other screens int this thread^^
#313
Quote from: theo on Thu 14/10/2010 10:23:42
I like this style. Here are some of my thoughts on why the pics are looking a bit flat. These comments are general but some are specific to the picture with the ruined building with swamp foreground.

* You are only rendering the front faces of your volumes, never their sides. Do not fear perspective!
* You've got nice ambient occlusion but never cast any harsh shadows. (or sharp highlights) Do not fear your light source!
* Your middleground and foreground have roughly the same value range. Separate them more. (add some reflections in the water from the door opening etc) Do not fear reflections!

btw, the fuse box or whatever it is has the same value as the sky and has the same shape as a window. At first glance the viewer will be much confused. Also, I recommend merging your entire file a little now and then not to get to barred in by your own framework. The more layers, the more difficult it is to try out big changes in the picture.

Keep up the good work!

Thanks for the advice! Some of the things I had already noticed but some of them I wasn't aware of at all (like the fuse box):

Perspective: Actually I tried to do more perspective, like in this newer example (which is a very rushed undetailed BG)
http://www.youtube.com/watch?v=M8IePkB9GCw

...also tried to cast some shadows in this example (Yeah I know that sun casts parallel light...well..probably I didn't when I made this BG)

I tried to speed up the working process and reduce complexity by merging everything into smart layers, which works quite well now.

Everyone: I know you're still waiting for the tutorial. I haven't forgotten you. It's just that I myself am still experimenting with this stuff.


#314
Thanks guys!!!
#315
I want to start a dialog by calling a custom function which does various stuff before showing the dialog.

function StartDialog (Dialog);
{
//random stuff...
Dialog.Start() // This is where I get an error
}

I know i'd probably have to write something  instead of  "Dialog" in the start command but I can't figure out what. I'm still very inexperienced handling structs.
#316
It just skips...
Strange thing it works on my laptop in fullscreen mode..
Maybe it's a resolution thing?
#317
I'm having exactly the same problem. I wonder if it's possible to draw dialog options on the speech bubble overlay of the hypertext module. I can't use a textwindow because I need to draw a gui over it.
#318
AGS Games in Production / Re: The Second Man
Sun 17/10/2010 21:05:54
Wow that looks really good cianty!

How is your progress so far?
#319
Congratulations Joel!
And thanks everyone else for support and making me actually finish a game!
#320
Looks great. I just love the big sprites and the clean room design! Looking forward to play it
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