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Messages - nneader

#1
Your examples are precisely why I do not want to use the 5 frame background.  Y'know, you should have given me an epilepsy warning.

In AGS, you can have multiple, random animations using the same set of sprites. They can  fire off every...say...10 or 20 seconds using random on a timer and using a different delay in the loop for each object.   I already have multiple animations using both of these processes (crows flying around a castle wall, smoke billowing from chimneys afar, etc.) and they work really well.  I think my biggest challenge will be staying under 30,000 sprites....YIKES :)
#2
I know about the 5 frame background animation, however, it seems a little limiting for my use.  I use a program called Anime Studio and have used it personally and professionally for years.  Using 5 frames in the type of animation I am trying to present to my client is, let's just say, unacceptable.

Back to my original question.  Which one of the two scenarios, if any, would slow down my game to the point that it is a chore to play.

Maybe this is a moot point now since most people have dual and quad cores with dedicated graphic cards.  Not to mention Gbs of ram stacked in their box.
#3
I have background that has 4 or 5 houses spanning the background. I want to create an object or objects that animate smoke coming out of the chimneys. 

I can do it one of two ways:
1. large object that spans all of the houses, then animate using a large sized png. 

2. use smaller, more precise objects that animate each chimney individually with smaller pngs.

I spend more time with the 2nd procedure, however, if I sacrifice the speed of the game...it is not worth it.

Any suggestions would be great.
#4
Thanks for the quick replies.

ahhh...transparency.  Transparency (fades) is an added benefit I didn't realize.  This could be useful for other another gui I had in mind.
#5
I created a gui that has one label.  Using a timer, the label will disappear after awhile, then reappear when a hotspot is clicked

Question.....

Is there any added benefit/drawback having the gui visibility be false/true rather than having the label visibility be false/true?
#6
Ok..that makes sense.
I guess that would save some time.

Thanks!
#7
I saw this in the manual:

Here's an example of using the array:

  health[3] = 50;
  health[4] = 100;
  health[player.ID] = 10;
this sets Health 3 to 50, Health 4 to 100, and the Health index that corresponds to the player character's ID number to 10.

I understand what arrays are and how to use them, except I read this code and wonder what this means :   health[player.ID] = 10;
I read the explanation about 5 times and I still don't understand.
Can someone explain this one to me?

Thanks in advance.
#8
THANK YOU! 
I didn't realize that the other file was the header. Every one kept referring to the HEADER, however, i just assumed it was just a part of the .asc file.  LOL.
#9
Ok, maybe I am not understanding what a script HEADER is then.

This is what I think it means...
At the top of the script above all events.

In my example:
at the top of script, BigBlue, I put the following code in...right?
Code: ags

import function my_awesome_thingy();
#10
Ok, I have been trying to figure this out in my head concerning scripts.  I went through the manual and the forums and I think I have it, however, sometimes the conversation in the thread takes a weird turn.  At that point I scratch my head and wonder if I am getting it.

Here is how I think it should work...Am I right?

R Click on the Script's Node and choose New script (Name it whatever, because the name is only for the me...correct?) In this example, I name it BigBlue

In that new script, BigBlue, I put my code like this....

Code: ags

function my_awesome_thingy() 
{
  A BUNCH OF CODE HERE...
}


This is where I get confused, however, I believe I go up to the top of the BigBlue script and type:

Code: ags

import function my_awesome_thingy();


So right now, that function in the “BigBlue” script should be good to go...right?  I can access it in...let's say a room script, under an event.  For this example,  let's add this new function to room1's script under the Room_AfterFadeIn.  Should be...

Code: ags

function room_AfterFadeIn()
{
my_awesome_thingy();
}


This should work correctly, right?  If not, please show me.

Does the actual script name, “BigBlue” mean anything in AGS anywhere else?
Also, if I want to use my function, “my_awesome_thingy();” in another script (in the Script Node), I have to make sure it is ABOVE the one I want to use it in...right?

Thanks in advance!
#11
Thanks!

BTW
Just noticed your signature...bout fell off my chair. 
#12
Ok, I know this is basic, however, I have searched for the answer in the forums AND manual.

I want to change the background color (not an image, just color) on the speech box.  Where do I change this exactly?  Right now it is white, which I am assuming is default.

Also, is this a global change?

Thanks!
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