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Messages - strazer

#2781
Hi!

Seeing how it is possible to crossfade music (which uses channel 0), would it be a big problem to implement the same thing for ambience (channel 1)?
If I didn't use music, I could of course use the music channel.
I realize it would probably slow down quite a bit if the engine had to decode 4 files simultaneously. Still.

Thank you
Chris
#2782
QuoteSince it's a suggestion it would be reasonable to post it in the technical forum instead.
Indeed.  Will do. Thanks for the hint.

QuoteBlinking only works with the sierra-style speech, is that ok?
What does this have to do with anything? Shouldn't he blink when he isn't talking as well?
Maybe I am misunderstanding the whole thing? Blinking as in opening and closing your eyes, yes?
#2783
Same thing.

Isn't the blinking view a fairly new addition to AGS? Is there anyone/game that has it yet?
#2784
Quote2) SetCharacterBlinkView(EGO, 8, 80);

I think... I'm not sure how AGS handles multiplying or division etc in function parameters...

Nope, no change.
#2785
Hi!

1.) Moved to technical forum (Crossfade ambience)

2.) I can't get the blinking view to work. I assigned the correct view (8) to my player character and the animation is correct when testing it with talking for example.
I put
SetCharacterBlinkView(EGO,8,2*40);
in the game_start function.
Yet my character never blinks. Am I missing something?

Thanks
Chris
#2786
Hi!

QuoteIf I try and copy it from the CD to harddrive, it wont let me do that.

Try Unstopable Copier.

Regards
Chris
#2788
Critics' Lounge / Re:The evolution of Wayne
Tue 13/01/2004 18:42:01
Quoteaww he looks sad now
I think that wasn't meant to be like that

Doesn't look particularly sad to me. Indifferent really.

QuoteI think the old sideview works better when you would repaint that
but that's personal i think

Here a last revision with raised eyebrows and the old leg (brought in a bit):



HillBilly, have you posted anything else about your game yet? Would like to know more.

Sincerely
Chris
#2789
Critics' Lounge / Re:The evolution of Wayne
Tue 13/01/2004 16:44:47
Hi!

Much improved, HillBilly. I like the new one better.

Did a paintover, hope you don't mind:



- More "lazy" face as you described (changed eyes, widened mouth a bit)
- Added eyebrows to strengthen effect
- Added a hint of ears, looks like a wig otherwise
- Changed left leg in middle pic to a copy of the right one. Stance looked a bit off
- Rounded chin in middle pic (actually just chose a lighter color)
- Changed hair in middle pic a bit to fit with the other two
- Upped and changed skull a bit. Should look fine against non-white backgrounds

Compare with original for all changes made.

Regards
Chris
#2790
Hi!

I'm new to this, but could it be you created the function by hand? Try creating it with the room interaction editor?

Just a thought.

Regards
Chris
#2791
Quote3) You can minimize the help window and work in the editor.
I know.
But when I have the help file not minimized, change to another program, e.g. paint program, then click the ags button in the task bar, the help file shows up, not the editor.
Just irks me, that's all.
#2792
1) True, but I find myself constantly switching between different templates and stuff to look for new ways to do things, and if these games are in different directories and/or drives, it can become quite tedious. The "Load a recently edited game" is quite useful I think.
Again, easy to add, so I felt like I should mention it.

3) Maybe, an option to turn that function off would be nice though.

5) Works like a charm. Thank you!
#2793
QuoteMoveCharacter(EGO,GetObjectX(5),GetObjectY(5));

Just tested it. I still need for him to pick up the object AFTER he gets there...
#2794
Quote1) Well... Just quit agsedit and re-execute it.

And I deleted the "safe from restarting AGS" from my sentence...  :P

Quote3) Hint: just double click the ags.chm file in the ags folder instead of choosing Help from the menu.

Hadn't thought of that, but still, easy to fix I would think.

Quote5) For example, you want character EGO to walks to object #5, use:
MoveCharacter(EGO,GetObjectX(5),GetObjectY(5));

Oh my, could it be even more simple? ;D
Thank you!

Quote6) No, not currently, you may need to do some scriptings to archive your goal.

All I wanted to know. Thanks.
#2795
Hi!

Couple of things I noticed regarding the editor interface:

1.) If I want to (Start a new game/Load an existing game/Load a recently edited game), how do I get the "Welcome to AGS!" start screen back? There's no "New game" entry in the "File" menu.

2.) When I finish minimizing, maximizing or resizing a script window, it jumps to the cursor position, not the position I left off reading.

3.) Does the help file have to be "always on top"?

4.) When I minimize a (normal or maximized) script window, then close it via context menu in the task bar, then open it again, it stays minimized in the task bar and can't be restored, only maximized via the context menu.

I'm using AGS v2.60 (Build 2.60.450) on Win2k/SP4.

And a few other things:

5.) Is there a simple non-blocking alternative to MoveCharacterToObject ? I'd like to be able to cancel/override for example a pickup command.
I took a look at Proskritos MI2 template but couldn't locate the part in the code that does it. I would be grateful for a few hints.

6.) Is it possible to assign different walkable areas to different characters? Think of mouse that can run underneath a table while other characters can't.

Thanks a lot!
Chris
#2796
I meant fascinating. Like it a lot! Any more screens?
#2797
Bummer.
The character in your avatar is intriguing, it's from your game, isn't it?
(sad)
#2798
Hi all!

BuRRe, regarding v1.0 of your BASS-Interface.
I like it a lot, but I noticed something regarding the mouse wheel:

(I just got into scripting (and really must praise the excellent help file!), so don't slap me if I misunderstand this. ;D )

Here in the while-loop of your "on_mouse_click"-function, you manually set the number of inventory items via the variable (constant?) WHEEL_NUMBER_OF_ITEMS (defined in your script header):

...
else if(button == WHEELSOUTH)   // get previous possible inventory
   {
     lastInv--;
     invOrNormal = WHEEL_INVENTORY;
     while(character[GetPlayerCharacter()].inv[lastInv] == 0)
     {
       lastInv--;
       if(lastInv < 1)
         lastInv = WHEEL_NUMBER_OF_ITEMS;
     }
     character[GetPlayerCharacter()].activeinv = lastInv;
     SetCursorMode(MODE_USEINV);
   }
...

Why?
Isn't the global variable "game.num_inv_items" supposed to be used for that?
Thing is, if you character has no inventory (yet or s/he lost it or whatever),  the game crashes of course (endless loop), unless you constantly update the "WHEEL_NUMBER_OF_ITEMS"-variable:

(ACI version 2.60.693)
Error: run_text_script1: error -6 (Error (line 235): Script appears to be hung (150001 while loop iterations without an update)) running function 'on_mouse_click'


And another (minor) thing, regarding the same part of code above:
At the beginning of the game, the "lastInv"-variable is 0 (or null?) of course, since you haven't used the wheel yet.
Now if you scroll the wheel south, "lastInv" is -1 (lastInv--;, see above).
Since "character[GetPlayerCharacter()].inv[-1]" strangely returns "4" (not "0" as expected), no inventory items appear for 2 scrolls or so until it finally returns a "0" (I checked for -1 only).

I suggest changing it to

...
else if(button == WHEELSOUTH)   // get previous possible inventory
   {
     if (lastInv > 0)
       lastInv--;
...

to prevent that from happening.

Regards
strazer

P.S.: I signed on some time ago, but didn't post in quite a while. I tried to login again to post this, but my account was gone. Do accounts get deleted after (what?) time of inactivity?
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