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Messages - strazer

#1741
Whee! ;)
#1742
Quote from: Pumaman on Sun 30/01/2005 15:49:01
QuoteYeah, that's what I meant. Not one module for every individual GUI interaction, one for every inventory item etc, but one big module for ALL GUI interactions, one for all inventory etc. So you'd end up with about 5 or 6 different, largeish modules.

That's not a bad idea ... I'll bear it in mind for 2.71.

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=501

Quote from: Pumaman on Sat 29/01/2005 10:33:33
QuoteWould it be possible for the compiler to support operators (at least + and *) in array declarations?

This is actually non-trivial to add but I'll bear it in mind.

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=500

Quote from: Pumaman on Sun 30/01/2005 21:18:45that the new OnClick would replace M_DOWN.

Hm, I used GUI_MDOWN to be able to change the cursor mode with a right click even when over the main GUI, since on_mouse_click isn't triggered then.
How would I do that now since OnClick isn't called when the mouse is over a GUI control?

And since we have tracker entries for label background color and border color, I propose to rename Label.Color to Label.TextColor.
#1743
Code: ags

function repeatedly_execute() {
  //...

  if (character[GUY].walking == 0) MoveCharacter(GUY, Random(game.room_width), Random(game.room_height));

  //...
}


Does this work for you?
#1744
QuoteBut you must be bulls**ting me with those 100 sprites. Hell no! If 100 sprites would follow the character it would prolly slow down as well anyways.

What I meant was making a view consisting of 100 frames, one frame for each health bar percentage (1-100), then use additional characters using this view, setting them to the frame of this view based on the health of the character they're following.

But you're right, since you can only have 50 characters on the screen at the same time, it's probably not the best approach. Well, it was just an idea.
#1745
See this thread.

You could use additional characters, have them follow the units with FOLLOW_EXACTLY, make a view with 100 health bar sprites and set their frame according to the health of the unit they're following.

You might also be interested in this real-time strategy demo I made (no health bars yet).
#1747
QuoteIf each cursor-mode has a keyboard button attached to it (like in the LA games), would you prefer that the buttons were related to the actions L=LOOK, T=TALK, P=PICK UP etc., or would  you rather that they were arbitrary but close to eachother (ASDFG or ZXCVB etc.)?

I prefer related keys but I see no reason not to use both.
I will probably do it like this:

Walk + 1
Look + Examine + 2
Interact + 3
Talk + Speak + 4
UseInv + 5
#1748
I think it should be the other other way around, smaller head, wider neck. I would also make his jaw wider.
Also, the chest area and the belly to a some extent should be a bit smaller to let you see the arms better. He seems to lack shoulders.
And yeah, the shoes should be a bit bigger and point more forwards.
#1749
QuoteI believe it's a characterisation who would suit a police officer perfectly

I completely agree. It works great for this character.
#1750
Would it be possible for the compiler to support operators (at least + and *) in array declarations?

I'd rather do
  char threedarray[AGS_MAX_VIEWS*AGS_MAX_LOOPS_PER_VIEW*AGS_MAX_FRAMES_PER_LOOP];
than having to put a fixed value in there.

QuoteWhen I was testing it, no matter which side of the screen the character was on (that is, whether left or right), it still displayed the portrait on the left side of the speech

When I was testing it with a single character saying something, the portrait appeared always on the right side of the screen, regardless whether he was on the left or right side of the screen.
When I had another character (char 2) say something immediately afterwards from the same interaction, his portrait appeared on the left side (char 1 was standing right of char 2). If char 1 stands left of char 2, char 1's speech appears left, char 2's right.
So it seems to depend on the number of Say commands in the script and the position of the characters relative to each other.
I agree the portrait should appear on the side of the screen the char is at if you use a single Say command.
#1751
You're welcome. :)

I highly recommend reading the AGS Beginners FAQ too, very useful.

Edit: Updated link
#1752
QuoteHowever, the timing and flow of the animation do seem very alike.

Exactly the words I was looking for. :)

QuoteI don't think I will change too much, considering the time he's on screen.

Nah, I wasn't implying that, he looks great.
It's just something to keep in mind for the future.
#1753
Hehe, right. Of course the button should be disabled when there's no inv item selected. Silly me. :P
Remember to update the comments to avoid confusion.

Glad I could help. :)
#1754
I think "phrase" is the word you're looking for. ;)

Do you mean you want to play a sound from within a dialog, from the dialog script?
Then use the "play-sound" command.
See the manual for more commands you can use (Tutorial -> Setting up the game -> Conversations).
Name the sound file soundX.wav/mp3/ogg/whatever where X is the number of the sound (without padding zeroes) and put it in the game folder. It will be compiled into the game exe when you save your game.
#1755
I've noticed that the leg movement looks very similar to Brett's walkcycle. I assume it's a paintover?
Looks good on him, just be careful not to use the same walkcycle for all characters but use some slight variations, depending on the character.

But this looks totally sweet, I love it!
#1756
QuoteI tried SetGUIObjectEnabled(ICONBAR, 5, 1) in my INVENTORY GUI script, but I must not be using it correctly.  Is there a variable I should be using?

What exactly isn't working?
Have you set the button's "Left click" property to "Run script"? Otherwise the interface_click function isn't called.
Otherwise it should be working fine. Are you sure that the button is indeed control number 5?
If you delete GUI controls, it's possible the other ones get re-numbered. Check that.

QuoteNow I'm looking for a way to re-enable it after an inventory item is chosen, then make it default back to disabled after the item is used.  How can I make this disabling temporary, and dependant on whether an inventory item is active?

Hm, not sure. Try this:

Code: ags

// main global script file

function repeatedly_execute() {

  if (character[GetPlayerCharacter()].activeinv == -1) // if no item selected
    SetGUIObjectEnabled(ICONBAR, 5, 1); // enable inv item button
  else // if an inv item is selected
    SetGUIObjectEnabled(ICONBAR, 5, 0); // disable inv item button

}
#1757
QuoteOuch, I was hoping to use this.

So was I. :P
#1759
SetGUIObjectEnabled
#1760
Quotethe "Based on X-Position" option for textboxes

I don't understand what feature you mean. Are you referring to TextBox gui controls? Display() guis? Character.SayAt?
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