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Topics - rbaleksandar

#1
Hi, guys.


Read my second post in this thread for more information about my second problem!

 Yet another (dull) question. I looked in the forum but there appear to be thread(s) only about problem converting strings to char.  ;D Here we go:

 I have a function that takes a given string as parameter. Using Overlay (textual) it is supposed to display each character of the given string on the screen one after the other AND the previously displayed characters have to remain on the screen. Right now I'm facing a (very basic) problem that doesn't allow me to use text-Overlay.  :-[

 Example: We have a string TEXT = "Hello!"
 The function has to display TEXT on the screen as follows:
 H
 HE
 HEL
 HELL
 HELLO
 HELLO!

 
 I know how I can do this but I can't find the proper function(s) that goes with the structure String.  :-\

Code: ags


Overlay *textOverlay
textOverlay = Overlay.CreateTextual(x, y, textWidth, Game.NormalFont, 20, TEXT);


 The problem is that the CreateTextual(..., String) takes ONLY a string as parameter (here we have TEXT). The function String.Chars[int] returns a char. Using this I can get every single character in TEXT using a loop and accordingly use it to achieve my ultimate goal. Alas!, since CreateTextual(..., String) takes only a string I have to convert char to string in order to use it with this function. I can't find anything in the manual that resembles a convert-function.  ???

 I hope you understand what I mean and possibly give some kind of backup.  ;)

Cheers!

PS: Easiest way is to make this as an animation but I want to use code instead.


EDIT: Uuuuuuuuuuuups. :D I just realized that

Code: ags

String tempString = "text.Chars[i]";


 works, when you put the "". Problem solved. Sorry for this.  ;D Now I face another problem - converting a char array into string. Is there an equivalent of String.valueOf(char[]) in AGS?
#2
Hi, guys.

 I looked in the manual and didn't find nothing about this so I hope you can give me at least some kind of a hint how to solve the problems I mention below.

 Imagine that we have a room (AGS room) that represents a room (like a room in a house with walls, windows, door etc.). Since we want to recreate a 'real' room, we have let's say 4 walls and floor. The floor is of course a walkable area. At the beginning we have nothing in this room therefore the character can walk all over the floor. Now let's say our character has an object in the inventory that I as a player want to place on the floor (a chair, table, sofa etc.). A table (or whatever other piece of furniture) is considered to be an obstacle for our character. Therefore when we place it on the floor, the character should not be able to go through it but only to go around it. My problem is that I don't know how to do that. I want to disable a certain RANDOM part of the walkable area representing the floor when I place some kind of furniture there, so that the character will be forced to go around it or not at all (if it's placed in a corner of the room for example and there's no way to go around this obstacle). Besides - correct me if I'm wrong - there is no way to dynamically create (with dynamically I mean creations of object when running the game) walkable/non-walkable areas after the game is compiled and runs and there's no way to make a certain part of a walkable area non-walkable. I looked at the properties of an object too but couldn't find anything that may make it impassable for the character(s). So I guess it's walkable areas or nothing.


 The other thing is that there seems to be no way to dynamically create objects too. The only possible solution I came so far is to make n sets of objects limited to a certain amount. For example we have a set of 20 chairs, a set of 3 tables, a set of 2 TV-sets etc. For example PLAYER 1, who plays the game, wants to put 3 chairs somewhere in the room but PLAYER 2 wants to use 15. As you can see the method I came up with has two great disadvantages - predefining the amount of a certain objects limits the player if he/she wants to use more of it AND it also can become dead weight (if I predefine the set of chairs to have 10 pieces in it but the player actually uses only 3).

Cheers!
#3
Hallo, guys.

  Right now I'm making a small test-environment for a bigger project of mine. The character that I use here is a small red rubber ball. I have 4 views (default) - up, down, left and right. I didn't want to make the animation too detailed (for now) so I made only 12 frames per view (including the standing-frame (the first one that is)). The problem is that jumping isn't like rolling, walking or swimming. The ball jumps into the air, flies a certain distance and than lands. When walking for example, the character has a constant contact with the surface (land). So no matter how small the distance is that he (the character) has to walk it never looks dull when you suddenly stop him or there isn't enough space anymore where he can continue walking. It's a totally different story with a jumping object. When you decide to stop the current jump, the ball is in mid-air and it suddenly changes from the mid-air-frame (Nth frame in the current view) to the standing-frame (1st frame). The same goes when there is not enough space to continue the short flight and the ball "falls" in a quite dull-looking way on the ground.
  My question is: how can I make the ball make a full jump no matter the distance it has to jump and is it possible to make this just with the views-manager or one has to script it?
  Example: the ball can make a jump of maximum 1 meter. You click on a point that is 1.5 meters aways from where the ball's standing. Now in my case it makes a 1 meter jump and than a half-jump for the remaining 0.5 meter. Much more realistic is when the ball makes 2 jumps 0.75 meters each.
  I was thinking of making some kind of a script that calculates the distance to the destination and divides it in equal segments. Than do the jumps. The problem is (besides the fact that I still can't figure out how to "use" the views-manager inside a script) that even than if I stop the current jump with a mouse click, the same thing will still happen.


Much obliged for any solution.  :)
#4
Hi, guys!  ;)

  Well, as the title says - is it allowed to make screenshots and videos of AGS and AGS games? I have to know since I've posted 3 already (how stupid I am  := ) and will remove them if it isn't allowed.


Thanks in advance  ;D
#5
Hi, guys :)

  First I hope that the thread is for this forum.  ;D
  I've some thougths lately...For WW2, espionage, capture, torture, little bit of ol' nazis etc. Something like the cool Indy-FoA. A part of the gameplay will be on the board of a WW2-submarine. I've always liked the one in FoA, but I don't want to redraw the backgrounds. Want to add/remove some things. First here's a part of the submarine (no need for more - those of you, who have played the game, know what I'm talking about :)):



  Does anyone by any chance know the name of the submarine (if it's real of course). I don't know what I'm doing wrong, but it's damn hard for me to find some decent detailed plans and sections of such submarine. All that Google gives are some crappy nuclear-powered submarines and I don't want that. If anyone can help, I'll be most grateful (if it's a woman, I might give a kiss  :-*  ;D).

  Something like that http://img19.imageshack.us/img19/3757/cutbalao.jpg but of greater size and with legend telling a dummy like me which compartment is for what.  ::)


Thanks in advance!  :=
#6
Well, I finally decided to start drawing pixel art  ::) :P My first attempt isn't something magnificent (no AA (at least something like that, since I made it all by myself ;)), shadow curves are ribbed and inaccurate) but I do really want to spent the little free time I have doing this and trying to make a stupid project of mine (the one with the stone and lever  :-X). I want to ask you, guys (dear dear DEAR critics  ::)) which of the two images below you like better? I will of course try to correct the shadows later (I draw it for about 10 min in a pause between some nasty work I have to do), but can't say whether the whole ball has to be with a lack outline (like the first one) or with a little bit outline that melts so to say in the other colors? I do think the second one looks much better.

1.With black outline:


2.Without outline:



EDIT:
3.With dark gray outline:


Or should I entirely remove the black outline?


Thank you very much. If you redraw something, pls don't make it too complicated. I'm stupid  := ;D


PS: I left the white space, because I'll add more objects later.
#7
Advanced Technical Forum / Unicode support
Thu 12/02/2009 20:45:43
Is there still no support of Cyrillic?
#8
Hi, guys  ;)

  Well, I have a very complicated problem here (at least from my point of view, since physics isn't my strength so to speak  ;D). I am trying to make a separate small game (kind of experiment) that I'll probably include in on project of mine, that is still just an idea in my twisted mind but I hope it'll become something big and fun to play ;) Ideas needed :)

  What you see down here is what I'm interested in (it's just a sketch)  :=



  Now I want to say in advance - please, don't expand some complicated physics theory about the order in the Universe  ::) Because I won't get it...Fast enough. And I'll start asking silly questions.

  And there we go. My character X enters a cave or something. From left to right (look at the picture; didn't draw everything, only the catapult system). There is an entrance somewhere on the right high above the ground. Now the only way for X to reach this spot is for X to catapult himself using a beam, a small stone (as axis) and a weight (bigger stone). What X can do with this things:
beam and axis are already placed; but he can of course push the axis (for example the given 4 positions (in purple) - I'll probably make them 3 because the more different positions of the axis, the more trajectories => more stuff to draw and animate  :P). The big rock is thrown by X with a constant force at the same place each time - the right end of the beam, so the animation here will be the same each time.


My ideas:

1) Same animation for throwing the stone;
2) n different "flights" with different trajectories for each of the n positions of the axis;
3) Same animation for the character to go (if catapulting didn't succeed and he fell back on the ground :)), pick up the stone that's fallen on the ground near the right end of the beam and return to his previous position on the left end of the beam for another go;
4) n different views for each of the n positions of the axis and beam;


  So...What do you think? The complicated scripting will be avoiding with more animations and simple commands like going to a curtain position (x,y) etc. Would also like to know if I've missed some important aspect of this experiment, since I want to make it as real as possible (I mean the physics of course ;)).


Thanks for the support in advance.
Best regards,
rbaleksandar
#9
Hi guys!

  I've just installed AGS 3.1.2 and...Help isn't working. I've tried to open Contents or Index from the Help menu but nothing happened. Clicked on the link in the Welcoming-message on the left side of the Editor - still nothing? Can I download it separately. Tried even to open the .chm-file in the Editor's directory...  :-\ And I need it.


Thanks in advance and sorry for the stupid question.
#10
Well, hi, guys :)

  Me and a friend of mine were discussing lately Indy and his great game adventures...There were a couple of very promising projects, that haven't been updated for 1-2 and more years...Like FoY (Fountain of Youth), CoS (Crown of Solomon) etc...I was wondering if anyone can tell me what happened? Are they completely dumped or there is something still going on behind the scene? ::)

Thanks in advance!
#11
First I want to excuse if this topic doesn't belong here...
Here is my problem. I wanted to make a translation of a very short thing that I have made - like a demonstration...I've read in the manual, that for languages that have letters different from the common latin alphabet (English is a typical example), e.g. German, French etc., you have to use (import) TTF-Fonts. I want to make translation in German and in Bulgarian (Cyrilic - most of the Russian letters are the same as those in Bulgarian). I've been using the default game template. I have opened the Fonts-stuff (I think that the default fonts here in this template is the same as the one in Diskworld) and replaced the 3 fonts with Arial TTF-Font, which normally works fine in all Wordporcessing programs (Word, OpenOffice Writer etc, etc.). I've compiled the game. Everything went okay until I started it and the first "translated" message appeared on the screen. There were some strange symbols, which normally appear when the font that is used is incompatible with the current application (in this case - my demonstration).

I want to ask how to use Cyrilic font in my "game".

Thanks in advance and sorry again if I wrote this topic in the wrong forum.
#12
Okay, yet another dull question :)

I want the following. We have a room (e.g. a street and a house). The house has a window (and a door :)). My character stands on the street in front of the house. My question is - how can I make a cutscene for examlpe, in which my character opens one of the windows and enters the house? How can I make an animation of opening the window? I don't think that this is a kind of background animation or?
When I click "interact", I want my character to go to the window (that's easy), open the window (?) and enter the house.

Please, help :)
#13
Okay, I have just started the tutorial (this is the first time I've been using AGS). I've made my first background (similar to the one in the tutorial but more simple). I have drawn the walkable and walk-behind areas, I have placed the edges of the room. And now comes the question. The baseline has "-1" as default value. What does this -1 mean? Is this a coordinate. Because when I start the game wiht F5, the character moves around on the walkable area(which he is suppose to do :)) but totally refuses to go behind an area, that I have decided to be a walk-behind area. How can I see the baseline (e.g. the room edges are simply yellow lines across the room and can easilly be noticed)?

Thanks in advance.
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