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Messages - strazer

#2041
You can't change the relative resolution, it's just the way it works. This allows to easily play hi-res games at a lower resolution.

AFAIK:


ResolutionRelative resolution
320x200320x200
320x240320x240
640x400320x200
640x480320x240
800x600400x300

There are plans to support a more accurate positioning system though:
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=434
#2042
Advanced Technical Forum / Re: AnimateObjectEx
Tue 16/11/2004 21:44:22
You use the same variable (frontdoorleft) for both doors?
#2043
The hood should have a visible opening at the top and the tips of the shoes are too far up. Otherwise it's great! Love the hands.
#2044
I have updated the demo in that thread. Does this solve your problem?
#2045
I think player is just internally defined like

Code: ags
#define player character[EGO]


Have you tried defining it yourself, like

Code: ags

// Main header script

#define player character[GetPlayerCharacter()]

?
#2046
As for synchronizing animations, I have this in my notes:

Code: ags

  SetCharacterView(KILLER, 3);
  SetCharacterView(VICTIM, 6);
  AnimateCharacter(KILLER, 5, 0, 0); // draw gun and shoot animation
  while (character[KILLER].frame < 4) Wait(1); // wait for shooting frame of animation
  AnimateCharacterEx(VICTIM, 5, 0, 0, 0, 1); // hit and dying animation
  ReleaseCharacterView(KILLER);
#2047
And here's my version:



Side view:

As you can see, I shortened the mouth a bit, I thought it's a bit too extreme, but I guess that's just your style.
What I think is important is that you round the back of the head to imply the round cheeks as seen in the front view.

Front view:

While painting, once in a while you have to make sure everything lines up properly. Notice the jacket, face etc.
I changed the hair and face around a bit too, so it fits with the side view better.

I like the character a lot and I look forward to your game.
#2049
QuoteProcessClick(mouse.x, mouse.y, mode);

Where does "mode" come from?

Try
  ProcessClick(mouse.x, mouse.y, GetCursorMode());
or
  ProcessClick(mouse.x, mouse.y, exthandle);
#2050
Doesn't

Quote from: strazer on Sun 02/05/2004 17:14:13
The unhandled_event function requires parameters in newer AGS versions, so the function should look like

function unhandled_event (int what, int type) {
// ...
}

regardless whether you use these parameters or not.
Similarly, if you have imported it into the script header, change it to

import function unhandled_event(int what,int type);

work?
#2051
Aren't you missing the ProcessClick in there? AFAIK, that's what calls the interaction functions. You move your character manually, so walking works obviously.

Try putting the ProcessClick function back in there. The default is
ProcessClick(mouse.x, mouse.y, GetCursorMode());
#2052
Can you please post your on_mouse_click function?
#2053
Try this:

Code: ags
// main global script file

type1 chakra[7];
type2 powers[20];

export chakra;
export powers;

// Main header script

struct type1
{
  int level;
  int exp;
  int chakraname;
  int power[5];
};

struct type2
{
  int str;
  int powername;
  int on;
  int type; 
};

import type1 chakra[7];
import type2 powers[20];
#2055
Here's my take:

#2056
QuoteHmm, you are right, it doesn't have anything for after the screen fades in Player Enters Screen.

It's on the tracker: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=479
#2057
How about this:
Draw a seperate walkable area over the open door. Check "Use continous scaling" on this walkable area, set it to zoom level 50%-100% or something.
Draw a region somewhere higher up this walkable area.
On "Player walks onto region" -> "Player - Go to a different room".

Or you could draw a region on the open door area and when the player walks onto it, play a blocking animation of the character going through the door (you could even draw him getting continously darker), then go to a new room.
#2058
I'm using v2.62. I've tested it with "Interact" on characters, inventory items and objects. Worked fine.
In which interaction do you set the variable?
Maybe you have defined a global variable and a room variable with the same name, confusing the two?
#2059
Advanced Technical Forum / Re: Flashing light
Thu 04/11/2004 11:22:31
AFAIK, SetAmbientTint only tints objects and characters.
TintScreen tints the whole screen, including the background.
#2060
See this Knowledge Base article on how to run AGS games compiled for DOS in Windows 2000/XP.
You can find links to old AGS versions here. Try the same or next-highest version the game was compiled with.
It may also be possible that you can get some games to work with DOSBox.

But I agree it should be noted on the games page if a game was compiled for DOS.
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