Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - strazer

#1001
Try putting a
  Wait(1);
just before the FadeIn call.
#1002
Is the object transparent at its bottom-left corner?
I think if "Pixel-perfect click detection" is enabled in the General settings, only opaque parts of the object graphic return the object.
#1003
Quote from: Pumaman on Mon 03/01/2005 12:09:05Yep, that's a crash initializing the sound card.

Try switching/turning off sound output in the game setup, installing latest sound drivers and installing latest DirectX.
#1004
Advanced Technical Forum / Re: Some questions
Thu 18/08/2005 20:07:31
Guy, if you have several short questions, please post them all as a single thread. Thank you.
#1005
Quote from: Bernie on Thu 18/08/2005 01:57:34
This is kind of an old thread, hope it's still okay to inform you of a bug:

Absolutely, please do!

Quote from: Bernie on Thu 18/08/2005 01:57:34
When I switch rooms using SetPlayerCharacter, objects and regions (probably hotspots and walkable areas too) seem to use the status stored for the previous room. Looks like the module doesn't recognize the room change.

Hehe, interesting. Since the current room was determined using player.Room, when leaving it using Character.SetAsPlayer() the settings were saved for the new room instead.

Bug fixed, version 0.84 now up. See link above.
#1006
2.) I don't think Ashen's solution will work as NewRoom/player.ChangeRoom commands are not executed immediately but when the current script ends.
Better do something like this:

Code: ags

// global script

//...

int next_room, next_x, next_y;

function BlakesNewRoom (int room_number, int x, int y) {
  next_room = room_number;
  next_x = x;
  next_y = y;
  NewRoom(LOADROOM);
}

//...


Code: ags

  // script for LOADROOM: Player enters screen (after fadein)

  Wait(10);
  NewRoomEx(next_room, next_x, next_y);
#1008
Search the forum for "multiplayer", there are lots of threads about this, most notably this one in the Popular Threads archive.
#1009
Quote from: Mats Berglinn on Tue 09/08/2005 20:03:29I tried with that screenshot thing but it didn't work because the program claimed it was different sizes but it wasn't (I think).

That's probably because regions are drawn at the internal low resolution, so at 800x600 your mask has to be 400x300 pixels (see manual).
#1010
I think the easiest solution to such problems would be the export room area masks feature.

For now, do as Custard says or create the mask from scratch in your paint program and import it into each room.
#1011
Quote from: strazer on Mon 04/04/2005 05:29:12
If object A's baseline is further down than the baseline of object/character B, object A is drawn in front of B.
By default, character and object baselines are at their coordinates, the bottom of the sprite.

So if object A is positioned below object B, A is drawn in front of B.
Now, if you want object A to be drawn behind object B, you can simply re-position the objects so object A's bottom is above object B's bottom or set a new baseline for object A ("Set baseline" button) and place it above object B's bottom or set a new baseline for object B and place it below object A's bottom. Or set a new baseline for both and make sure object A's new baseline is above object B's new baseline.

But keep in mind that the baselines also affect how characters are drawn. The same principle applies: If the character's baseline (also bottom by default) is below object A's baseline, he is drawn in front. If it's above object A's baseline, he is drawn behind it.
Just play around a bit and find out what works best for your situation.

As for the movement, try something like this (AGS v2.7):

Code: ags

// script for cupboard: Interact with object

  oFlowerpot.Move(oFlowerpot.X + 20, oFlowerpot.Y, 3, eNoBlock, eAnywhere); // start moving pot 20 pixels to the right and continue script
  oCupboard.Move(oCupboard.X + 20, oCupboard.Y, 3, eBlock, eAnywhere); // move cupboard 20 pixels to the right and wait

  oFlowerpot.Animate( ...whatever... ); // flowerpot falling and crashing


You have to tweak it with your object names and amount of pixels you want them to move, obviously.
#1012
I put the AGS binaries in /usr/local/bin so if I want to test a game, I "cd" to its directory
  $ cd /home/strazer/ags/games/thegame
and do
  $ ags TheGame.exe

If I like it enough, I put a link in the Applications menu:
  ags /home/strazer/ags/games/thegame/TheGame.exe
#1013
Try PlayFlic... :P
#1014
Quotefacelocation uses room coordinates

Not according to the manual, but you're right, it does. Good work!
#1015
According to the manual Character.FaceLocation expects screen coordinates when in fact it works with room coordinates.
#1016
Put a Display command in the dialog_request function to see if it is called at all.
#1017
One feature missing that I'm going to implement soon is to also take into account the scaling of the character when calculating the volume, not only the distance to the player character.
#1018
Mouse coordinates already are screen coordinates, so you don't have to substract the viewport position for them. Ignore my suggestion then.

To quote [...]:
QuoteCould you give some more code? When does this occur?
#1019
Keep in mind that FaceLocation expects screen coordinates, so if you have a scrolling room, you have to substract GetViewportX and GetViewportY from room coordinates (object coordinates, character coordinates, hotspot walk-to points etc.):

  player.FaceLocation(oDoor.X - GetViewportX(), oDoor.Y - GetViewportY());
SMF spam blocked by CleanTalk