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Messages - newwaveburritos

#241
That's what I thought I just didn't want to make things worse.  Thanks!
#242
AGS crashed out while I was trying to load a game for some play-testing.  Now the editor won't load at all and leaves the little loading screen up indefinitely.  I tried restarting my computer and I tried installing the latest version of AGS but it still won't load.  Do I delete the file referenced in this error code or is there something else I need to do?  I thought I would check in before I started really mucking around.  As always thanks for the help.

#243
It's important to remember that AGS doesn't know where the character's feet are it knows where the bottom of a sprite is.  If there's a large negative space around the sprite it's very possible that while the character's feet (or bottom) are on a walkable area the bottom of the sprite is not.  You can crop sprite edges if you right click on the sprite under Sprites or it may be easier and more efficient to reimport one without all the negative space. 
#244
I'm not sure what I was doing wrong last night where it wasn't working.  I guess I'll just chalk it up to the late night loopiness since I got it working just fine this morning.  Thanks again for your help.
#245
Oh, thanks, this explains it very well but I'm a little embarrassed to say that now that I have

Code: ags

best_friend


I'm not exactly sure what I can do with it.  Ideally I would be able to call best_friend like I call player as in

Code: ags

player.ChangeRoom(26);


#246
Every character in my game has a different "Friendship Points" variable associated with them.  If I wanted to have something happened based on who your best friend is it would obviously be the character with whom you've accumulated the highest score.  How would you do that though in practice?  How would you select the character with the highest associated Friendship Points variable?
#247
I sort of do this mostly just by changing speech views a lot. 
#248
AGS Games in Production / Re: Kola Queen
Wed 10/11/2021 03:43:31
Here it is a little smaller.

#249
AGS Games in Production / Re: Kola Queen
Wed 10/11/2021 03:38:44
Here's a new "poster" for Kola Queen that gives you an idea about what it may be about.  Work is still progressing!

#250
Thanks for the great explanation, fernewelten.  This explains a lot of the difficulties I was having in myself with this issue.
#251
There's already a lot of good advice here about the scaling but I will add that it doesn't really look too off to me except in the way that has already been explained.  You could add a region or something at the second half which adjusts the player's movement speed to slow them down but I'm not really sure that's strictly necessary.
#252
I've worked a Wizardry-style first-person dungeon crawler into Kola Queen although I think it's going to be more of a "game simulator" rather than anything approaching an actual game.  It does work though. Khris made much better dungeon crawler with ray casting.  I posted a question about this in the tech forum a month or so ago if you want to read that.  It's very possible to use AGS for this.  I think it should be a fun mini-game for Kola Queen.
#253
AGS Games in Production / Re: Kola Queen
Sat 11/09/2021 21:44:45
Quote from: Creamy on Sat 11/09/2021 17:06:41
Lovely, I like those 80s haircuts. Please ask grandpa to get off the chair.

I was wondering if anybody would notice that I apparently gotten the walk behind on that chair incorrect but failed to notice it myself until I had already taken the screenshot.  But now I kinda like it!
#254
AGS Games in Production / Re: Kola Queen
Sat 11/09/2021 06:03:33
Just a little note to indicate that I still work on Kola Queen most days and I can start to see some light at the end of the tunnel.  Here is the party at the end of the game and I gotta say seeing all of these characters together on a single screen is really a bit emotional for me.  It's really happening!

#255
Critics' Lounge / Re: British Voice Acting!
Wed 18/08/2021 03:30:02
I should add that none of these voice actors are so distracting I think it would work to the detriment of the game.
#256
Critics' Lounge / Re: British Voice Acting!
Tue 17/08/2021 17:16:49
Well, let me start off by saying that I'm from the American Midwest and that's how I speak.  None of these voices are really passing for British to my ear but I haven't grown up hearing lots and lots of English voices.  I don't think any of them are even native speakers, actually, although they all speak very good English and are for the most part reading very well.  Personally, I found B to be the best because I found it to be the least distracting although she also sounded the least British to me as well.  I don't think that's necessarily a problem, though, but I also haven't read the whole script.  I think you should go with the voice actor you find to be the best and not worry as much about whether they sound perfectly British because there's a bunch of other factors to consider in voice acting and I don't think having the proper accent ranks as highly as others.  Just my thoughts on the subject.  I really am enjoying following the progress on this project.
#257
AGS Games in Production / Re: Paradise Falls
Fri 13/08/2021 05:06:28
Oh, nice!  Always glad to see another game in production and it looks like you're pretty far long in the process.  I also see you've got a few devlog videos posted which I will be sure to watch as I'm always curious to see how other people are working with the program.  The game looks good.  I really like the idea of the anxiety meter so I'll be watching your progress with great relish.  Good luck!!
#258
Okay, I've spent a decent amount of time going over this today and I think I understand more about it now.  It makes a lot of sense.  In the first part, you're making a map which you can easily read and check for the map "data."  This also determines where the player can and cannot move.  Then you have to track player direction and the vector so you can know which image to show.  Or more specifically which three or six partial sprites to show depending on which way you're looking.  Really, you're just getting information about what the player is looking at, so to speak, and thus what it looks like.

But, yeah, this makes a lot of sense that you would want to be able to change things without upending everything.

Is this the enum you mean?  This gets returned by the first function so you know what's where.  Perfect.  Thanks so much for taking the time to write this out and explain it to me and for uploading the code for your dungeon crawler.  It's a really good system you have there.

Code: ags

enum MazeType {
  eMazeWall,
  eMazeFree,
  eMazeExit
};
#259
Your simplification of my existing code would be perfectly adequate for the task at hand: making a hilarious single level that the player is going to spend a few minutes on before moving on but you're right it's not a great system for doing anything more than that if, for example, I wanted to expand it into anything larger which I may want to do sooner or later.

So, your system is making a certain amount of sense to me but I don't exactly see how you connect the string data to the character data.  Are you using this to construct your map coordinates?

Your dungeon crawler is pretty impressive.  It looks and functions perfectly legit.  What I have cobbled together is way inferior.  I don't suppose you still have the source code for that?  I would very much like to take a look at it.  I'm not sure if it's even rude to ask about a thing like that but it would be helpful. And as always, thanks so much!
#260
This doesn't answer your question but you can also assign a sound to a frame in a view in the editor to save you some work.  Open up the view and click on the frame you want and there's a place in the properties panel in the bottom right to assign a sound to it.
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