Hi everyone
Is it possible to create a flappy bird type platformer with AGS?
Is it possible to create a flappy bird type platformer with AGS?
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Show posts MenuQuote from: Khris on Wed 26/06/2024 20:12:43Look at 0:07 and compare that to 0:23.
It's very visibly a different position.
I assume 340, 140 is where the player is at 0:23, so the question is why they don't reach that coordinate the first time around.
function cLupo_AnyClick() {
if (Verbs.MovePlayer(340, 140)) {
player.FaceDirection(eDirectionRight);
// WALK TO
if (Verbs.UsedAction(eGA_WalkTo)) {
Verbs.GoTo();
}
// GIVE TO (characters only)
else if (Verbs.UsedAction(eGA_GiveTo)) {
player.FaceDirection(eDirectionRight);
if (player.ActiveInventory == iCalcio) {
player.LoseInventory(iCalcio);
player.Say("Vuoi questo poster?");
cLupo.LockView(175);
cLupo.Animate(0, 2, eOnce, eBlock, eForwards);
cLupo.UnlockView();
cLupo.LockView(103);
cLupo.Animate(1, 5, eOnce, eBlock, eForwards);
cLupo.Say("WOW! Il poster di Bruno Conti");
cLupo.Say("Ti do la moneta");
player.AddInventory(iCoin);
moneta = true;
cLupo.UnlockView();
} else if (player.ActiveInventory != iCalcio) {
player.Say("Vuoi questo?");
cLupo.Say("No. Non lo voglio");
}
}
}
}
Quote from: Khris on Mon 24/06/2024 15:31:11Try adding Display() commands to see exactly what is happening.
You can also try removing the eGA_WalkTo branch since your moving the player to the character manually anyway.
function cLupo_AnyClick() {
if (Verbs.MovePlayer(340, 140)) {
player.FaceDirection(eDirectionRight);
// WALK TO
if (Verbs.UsedAction(eGA_WalkTo)) {
Verbs.GoTo();
}
// GIVE TO (characters only)
else if (Verbs.UsedAction(eGA_GiveTo)) {
if (player.ActiveInventory == iObject) {
player.LoseInventory(iObject);
player.Say("do you want this?");
cLupo.Say("WOW! YES. I want it");
} else if (player.ActiveInventory != iObject) {
player.Say("do you want this?");
cLupo.Say("No");
}
}
}
}
Quote from: Snarky on Sat 18/05/2024 19:58:41That is surprising. It should not be the case.
Quote from: Khris on Sun 07/01/2024 17:06:33Not an ideal solution but this should work if you add it to any script's repeatedly_execute_always function:Code: ags bool show = true; for (int i = 0; i < Game.CharacterCount; i++) if (character[i].Speaking) show = false; gAction.Visible = show;
You could also use a custom say command that turns off the GUI.
Quote from: eri0o on Sat 06/01/2024 21:44:29The wait cursor, try giving it some sprite that is fully transparent - I think probably simply assigning sprite 0 should work.
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