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Messages - subspark

#761
Hmm, still doesn't work. I'm actually trying to scroll the viewport here so the line gStatusline doesn't apply.
The code I have is SetViewport(0, Scroll(0, c, 100, eEaseOut)); but this doesn't work either.
Any ideas?

QuoteI'm working on an adjusted function that'll use a factor to scale the speed.
Brilliant! I'm looking forward to trying it out.

Thanks for this, Khris. Your a champ!  ;)

Edit: Whats eEaseOut and how would you use it? This doesn't make sense.
The whole purpose of easing is that it does the ease out on the start of scrolling and the ease in at the end to smooth out the sharp transition.
Based on your example, I don't understand how one would write the eEase in command for the end of the animation.
Does this mean I have to write two separate lines of code to control each half of the scrolling movement? Point A = eEaseOut line and point B = eEaseIn line?  ???

Cheers,
Paul.
#762
Advanced Technical Forum / Foot Planting
Sun 02/12/2007 20:44:20
Is there any way to allow non uniform movement for a character in any given direction?

For example:


Note:
  • The blue lines indicate the exact chunk of movement required to get the feet to plant in AGS. It is non uniform.
  • The green border is the actual bounds of the sprite. The square size allows for a wide range of movement in a predetermined space.
  • The feet plant perfectly as desired in the engine.
  • There is a pattern in the blue lines because the same animation is played twice to lengthen the walkcycle.

    Is there any way to do this besides Chris adding a foot plant feature of his own?

    Cheers,
    Paul.
#763
Theres a problem with the view preview.
The animation preview doesn't take delay into account when playing delayed frames. It treats the delay as zero.

Would it be possible for a future version of AGS to support built in transition views?
I noticed that the walking views MUST have one of the idle (standing) sprites in frame 1 for the animation to work properly in-game. To be honest, this seems a little 'backwards' and should work rather like the following:

Views:
  Idle: stationary and/or blinking character
  Walking: walking frames only
  Transition: frames that are called in sequence before walk views are played. (smooths out transition from standing still to first walking frame)

Does this make sense to anyone, or am I myself confused?
Maybe this sort of thing is better for the end user to do, I don't know. As long as it's easy and logical for artists like me.

EDIT: I think the name 'NormalView' in the character pane is inaccurate. It should be 'WalkingView'.
Also why don't any of the other default character views show up in the main window for an animation preview?

Cheers,
Paul.
#764
Whoops. My bad. I must have bee mistaking it for views. Never mind then.  ;D

Paul.
#765
It would be nice to be able to renumber sprites. I know AGS is reliant on static numbers but this could change could it not?

Cheers,
Paul.
#766
As I said I'm no programmer. Could you give me a little reference as to where to put this code?
I imagine the main bit goes in repetedly_execute_always?
In any case, I couldn't get it to work.

Do I have any control over the scroll direction with this script, btw?
I don't understand what does what so your going to have to be more specific with me.  :)

Thanks,
Paul.
#767
Thats weird because I tried every combination.  ???

The conclusion was drawn that animated cursors do not work at all in my game.  :-[
I'll double check everything again. It could be my code.

Cheers,
Paul.
#768
Characters and Objects would float yes.

Easing is a pretty common term. It basically means instead of a linear movement from point A to point B, its more like a 90 degree S curve. (If you've ever done 3D animation?)
The scrolling motion slows down (eases into) the stop position and eases out from a stationary position into movement. This could mean a mere 3 extra frames to slow down sharp stopping and starting.

Its all been done before http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25937.0 and http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31187.msg401225#msg401225
however none of these solutions are as simple as typing a single line of code into a room script. Theres no reason it shouldn't or can't be that simple and every reason it should be.

I'm not a programmer but I do hope that somebody can create this module for the community. In my opinion, its something that once created, we won't do without it.

Cheers,
Paul.
#769
Dear AGS'ers, AGS is in need of a decent general purpose smooth scrolling module. At first I though scrolling the viewport would be easy, it wasn't. I had to visit several topics in order to get a specific and messy solution. The reality is, we all need a module that can be activated in room scripts for introductions and cut scenes.

A simple line like:
Code: ags
ScrollViewport(left,easing, blocking, 91 pixels);

or:
Code: ags
ScrollCharacter(up,easing, blocking, 12 pixels);

even:
Code: ags
ScrollGUI(up right,easing, blocking, 20 pixels);


...should give an indication as to the simplicity and control needed.

Can somebody please put the whole scrolling thing to rest with a decent module for the new AGS 3.0?
With all due respect to Chris, simple 'one line' control over scrolling could have been a standard AGS feature a long while ago, but it's now come time for the community to do it ourselves.  :)

Anyone keen?

Cheers,
Paul.
#770
Argh! Sorry CJ. I'm completely useless. (late nights) Yes this fixed my game nicely. Again, thankyou very much.

I was still wondering however why I can't have animated cursors. AGS never had a problem with it before. Is it a bug your planning to fix?

Cheers a million,
Paul.
#771
QuoteBtw, does anyone think else think that single clicking on the navigation tree would be more convenient than double clicking?
I agree entirely however I believe a single click action should only apply to non expandable list items. If a single click could activate the expandable item then theres no point in being able to click the + in the first place.

I believe AGS also needs the ability to:
  • Sprite preview on double click. (Shows full sized sprite at 100% scale)
  • Ability to move sprites into folders.
  • Better sprite management with import character tool.

    Cheers,
    Paul.
#772
Okay. I like that. Even if it means readjusting my dialog voice sample references.
I'm all smiles  :D

Cheers man!
#773
BUG: EGO0.wav can't be called in the dialog editor. If used &0 the game will crash when it loads that sound file. AGS thinks its an invalid number. I'm not sure what happened here as soon as I installed the latest sound manager it shifted the order of all my voice files around.

Cheers,
Paul.
#774
I think you should know that the items in the list pane such as general settings, colors have different names in their tab text. General Settings turns to Game Settings and Colors turns to Palette. Even Sprites turns to Sprite Manager. Is this technically and aesthetically correct, CJ or should it be refined?

Cheers,
Paul.
#775
QuoteAre you using an animating mouse cursor? If so, does its view have any frames in loop 0?
Sure does. How does an animating cursor chew the game up and is there any way around this?  ???

Thanks a bunch anyway!  ;)

Cheers,
Paul.
#776
Hi CJ, I made a small game while I was in Italy in AGS 2.8 beta 7 or 8. It used to run fine and when I tried it in AGS 3 beta 1 it used to spit errors out on compile. Now that RC1 is avalible I decided to test it and to my suprise it loaded the game and compiled. Problem is, if I run the game and click on anything with anything but the walk mode it crashes. Oddly enough it doesnt seem to do this when I examine talk to or interact with the ticket booth, which I set up intentionally for testing inventory scroll arrow functionality.

Here is the crash dump it spat out. I hope its not rewrite time.
http://www.shuugouteki.net/paul/Development/CrashInfo.3.00.960.dmp

Many cheers,
Paul.
#777
Looking good looking good. Nice multi-tri-icon smiley! Sorry I didn't think of making one for you but you seem to have done an outstanding job instead.
Congrats to Smiley for our new Audio Manager!!!!

Cheers,
Paul.
#778
Oh man there are so many ways to improve the dialog editor. It would be beneficial to start a suggestion thread for the dialog editor at some stage. Your priority list might be extremely flooded right now Chris but I do believe at some point we should all discuss our options for it as a community.

Cheers,
Paul.
#779
I think the plugin should be renamed in the editor pane like this:

I made you an AGS 3.0 style icon for the plugin:
http://www.shuugouteki.net/paul/Images/audio.ico

Wonderful work, smiley!

EDIT: Instead of a category field, could we perhaps have separate sections for more comfortable viewing. For example:


Here are the category icons if you wish to use them.
http://www.shuugouteki.net/paul/Images/Music.ico
http://www.shuugouteki.net/paul/Images/Sound.ico
http://www.shuugouteki.net/paul/Images/Speech.ico

Cheers,
Paul.
#780
Right I see. Thanks for the clarification.

Cheers.
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