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Messages - strazer

#2761
Critics' Lounge / Re:Background - Hotel Lobby
Mon 26/01/2004 06:27:09
First of all, very good!

QuoteAdded extra length to the part the pillars are supporting. Basically, the area with the elevator and the area with the stairs are not connected. I added a bit of wall where the elevator is to show this. The roof is behind the part the pillars are supporting, and can't be seen.

Sorry, but I don't get it. Could you do a quick floor plan to show what you mean? Is there a corner to the left of the elevator? Concerning this, there is room for improvement IMHO. Although with proper walkbehinds things maybe be clarified in the game.

And, if the stairs are not an escalator, maybe you should use a color than gray or put some reddish carpet onto the steps.

Keep it up!
#2763
"Mike Hawk", now I get it  :P
#2764
Reading your script, I take it you are talking about a normal DisplaySpeech command in scripts? I think global messages are a different thing.

If you are, I use it frequently and it works like a charm. Which version of AGS are you using?
#2765
I have been working on this and have to correct myself here.

With the above code, when using the game.num_inv_items variable it doesn't activate the last inventory item but the inventory item that is the same number as the number of items in the inventory of course.
It just worked out that way when I tested it so I didn't notice it until recently.

So I've added the bold lines below.

...
else if(button == WHEELSOUTH)   // get previous possible inventory
   if (lastInv > 0)
      lastInv--;
   while(character[GetPlayerCharacter()].inv[lastInv] == 0) {
      lastInv--;
      if(lastInv < 1) {
         lastInv = WHEEL_NUMBER_OF_ITEMS;
         while(character[GetPlayerCharacter()].inv[lastInv] == 0)
            lastInv--;

      }
   }
   character[GetPlayerCharacter()].activeinv = lastInv;
   SetCursorMode(MODE_USEINV);
 }
...

WHEEL_NUMBER_OF_ITEMS is defined in the global script as the maximum number of inventory items there are in the game (or higher of course): #define WHEEL_NUMBER_OF_ITEMS 100

Is there an easier way to return the last (or first) item in the inventory?
It doesn't slow down or anything, I just don't like using too many loops.  :)
#2766
Hi!

I don't think this is supposed to be this way:

@S  // dialog startup entry point
player: Hi there!
lou: What do you want?


If the player skips the last line via mouseclick, Lou gets locked into the talking frame that was showing at that moment (mouth open most of the time :-\ ) until the player selects an option from the dialog option list. Then it reverts to normal as it should be. All options work fine.

return
@1  // option 1
//...


Any suggestions?
#2767
Beginners' Technical Questions / Re:New room?
Sun 25/01/2004 19:19:30
::) Why don't you just look in the manual, that what it's for:

NewRoomEx (int room_number, int x, int y)

And no need to open a new thread for that!
#2768
QuoteI set the X and Y location in the GUI properties box so the problem must be in this scipt.

Have you tested if the GUI does show at all? Remember, GUI x/y positions are relative values, so for a 640x480 game, the maximum is x=320 and y=240.
#2769
Hi!

There is a spelling error in the help file of AGS v2.60.450:

The script example for SaveScreenShot states SrtCat instead of StrCat.

Minor, I know, but I'm doing everything I can to help make AGS perfect. :)
Chris
#2770
Hi!

Try adding this to your on_mouse_click function:

//...other button checks
else if (button==RIGHTINV) { // right click in inventory
  RunInventoryInteraction (game.inv_activated, MODE_LOOK);
}
//...more button checks, LEFTINV etc.

For this to work, "Handle inventory clicks in script" has to be turned on in the general settings.

Hope it works :)
Chris
#2771
Critics' Lounge / Re:Reactor-room (again)
Mon 19/01/2004 22:21:48
Very nice. Reminds me of Another World.

Quoteany ideas for a script, 'cos I'm still clueless...

I hear you...
#2772
Advanced Technical Forum / Re:AGS and Winamp
Mon 19/01/2004 17:28:03
QuoteBy default I think it's set to 50% loudness.

Master, Waveout or both?
#2773
Advanced Technical Forum / Re:AGS and Winamp
Mon 19/01/2004 16:37:39
Speaking of overall system volumes, does anyone know the Windows default settings?
I need a reference so I don't make the sound effects and music too loud or too low.

Thanks
Chris
#2774
Yes, I meant to the right.

As for making her more feminine, I suggest shortening and lightening up her eyebrows and lightening up the area between the eyebrows and the eyes.
In short, just ease up on the shading of the face.
#2775
Hi!

Very nice but

Quotejust tell me your first impressions...

she leans too much to the left, looks like she is about to fall over.
Move the balance point a bit to the right.
#2776
Hi!

I stumbled upon this the other day:
http://www.juncmodule.com/juncSource.html

Hope it helps
Chris
#2777
I like the left one better, too.
But why don't you try a more subtle shadow color. At least on my setup it looks a bit dark.
#2778
QuoteThe next modification would reset it properly.

Thanks!

QuoteFor example, you can move the character around for 9 seconds, stop him and then the idle animation will be played in just 2 seconds after he has been stopped.

I could live with it, but you're right. Now I reset the timer everytime the user clicks anywhere.

QuoteFollowCharacterEx(EGO, BLINKCHAR, FOLLOW_EXACTLY, 0);

Good idea. However, I tested it, and:

- the blinking character is not always in front of the player character
- he even blinks when the player character is walking
- he doesn't always face the same direction as the player character

With some tweaking, I could probably make it work, but for the moment I'll stick with my solution, although I just realized I will have to do timers for EVERY character that has an idle animation in addition to blinking.

Because of all that hassle involved I thought that's what the blinking view was for. Maybe such a view will be added to AGS in the future. I'll put this one on the back of my priorities list until then.

Thanks again for you help!
Chris
#2779
How about this:

game_start:

 SetTimer(1,3*GetGameSpeed());
 SetTimer(2,10*GetGameSpeed());

repeatedly_execute:

 if (IsTimerExpired(1) && (player.animating==0)) {
   SetCharacterIdle(EGO,8,1); // 8 = blinking
   SetTimer(1,3*GetGameSpeed());
 }
 if (IsTimerExpired(2)) {
   SetCharacterIdle(EGO,14,1); // 14 = idle animation
   SetTimer(2,10*GetGameSpeed());
 }

The first timer is for the blinking eyes, the other for the normal idle animation.
Seems to work.

Does this seem efficient? How would you do it?
#2780
I see. Well, I'm using LucasArts-style speech. :-\

So if I wanted my character to both blink in certain (shorter) intervals when standing around, but also have other idle animations in certain (longer) intervals, it would involve some scripting constantly changing idle views, right?
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