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Messages - zeta_san

#21
Beginners' Technical Questions / platformer
Sun 22/09/2024 17:19:45
Hi everyone
Is it possible to create a flappy bird type platformer with AGS?
#22
I inserted a second PNG and placed it on the left.. it works in reverse
#23
Quote 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.

I can't understand why
I tried to write everything down again

Code: ags
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");
      }
    }
  }
}
#24
1) From left to right: It doesn't work

2) From right to left: it works

3) From left to right: Not working again

4) From left to right in that position: it works


#25
I tried them all.. I think it's a bug
#26
I noticed that if the action happens from left to right nothing happens, if it happens from right to left everything happens fine.
I thought it was the alpha channel of the sprite or the character animation. I can not understand ..
#27
Nothing... it doesn't work, I've made multiple attempts but I can't resolve anything. Do you know if anyone has the same problem as me?
#28
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.

The anomaly persists. Display() exactly how I set it?
#29
Good morning
I ask for your help to understand if it is a bug or I make mistakes.

Code: ags

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");
            }
        }
    }
}


When I give an object to an NPC for the first time nothing happens, psi approaches and nothing happens. If I repeat the action everything is normal
#30
Thanks everyone for the advice and help. I'm using debug mode, I remember I couldn't use it due to a problem and I gave up.
The problem persists.
After SCROLL LOCK, I click on a row but when I press f9 and f11 the window freezes and I have to restart.
However the Ctrl functions are really useful.
#31
Hi everyone

my game, a point and click adventure, is well underway, it has about 60 locations, 30 characters. The test is getting a little complex when I have to work on the sections that come after 30, 40 minutes of play.
Initially I saved so as not to start from the beginning but when I went to change the code it wouldn't allow me to load.
I started changing the state of functions in global variables... but even here it's easy to make mistakes.

You have advice?
#32
Quote from: Snarky on Sat 18/05/2024 19:58:41That is surprising. It should not be the case.

when I have time I prepare videos with the 2 versions
#33
yes sorry Snarky

it works but Crimson's works everywhere with all characters while Chris's only works when the character (player) speaks.

khris talked about a function that acts directly on Say.

However, I'm doing some tests
#34
is it a function in the script?
#35
@Khris

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.

I noticed that it only works with player.Say also in Dialog.

How can you set the block on every Say?
#37
sorry, unfortunately I can't explain well and I can't link images

however I use the tumbleweed theme
the pointer is a gui
#38
if I change the pointer image the image doesn't change, everything remains the same.
If I put gAction.visible=false, while the character speaks, the cursor disappears but I was wondering if there was the possibility of doing this for every time a character speaks, without having to always write it
#39
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.

thanks eri0o but, it doesn't seem to work
#40
Hi everyone
Happy New Year

Is there a way to make the mouse pointer disappear every time a character speaks?
(character.Say)
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