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Messages - SirLean

#1
Quote from: Crimson Wizard on Fri 06/10/2023 00:52:36Ah... that is the problem. Somehow this did not click for me either.

But then this note must be added in the manual.

Glad to have helped make a better manual :)
#2
Quote from: AndreasBlack on Fri 06/10/2023 00:17:42I believe "Blink View" only works for Sierra portrait style games, but we "beginners" might not know that. I wished they could change that in the future, or maybe it's already possible, not sure. But blink view should work for normal characters walking around aswell, very confusing


Yeah, thank you, now I don't feel so... unwise haha..
#3
I solved it.

In fact I had assigned in the Character Settings, both for Blink and for Idle, the standing blink (3).

The character as I saw it in the game blinking didn't respond to the actual "blink setting" to blink, but actually, from the "IdleView"

and by simply using

Code: ags
cEgo.SetIdleView(7, 5);

now he "blinks" when changing the view as I wanted.

it was a problem of semantics all along, I guess the BlinkView only affects the portrait blink if the game has it added on?

Anyways, Thank you so much! you are always really helpful!! :smiley:  :smiley:  :smiley:  :smiley:  :smiley:  :kiss:

#4
Quote from: Crimson Wizard on Thu 05/10/2023 02:49:11The code seems right, are you sure you don't set BlinkView elsewhere that might override this setting?

I checked the code and there isn't any other BlinkView code, just the one on the "Character" setting for the normal blink view
#5
So basically I want to make my character sit besides a tree while he's fishing, therefore changing the "standing" blink that he normally has. This would mean that the blinking view changes to the one where he's sitting, so it should be easy.

But the "blink" stays the same as the standing one...

The hotspot is the water, cPersonajeKid is my main character, blinking while sitting view is 7, FLASHEANDOPESCASENTADO is the view of him simply sitting, iCanha is the fishing rod

Code: ags
function hHotspot2_UseInv()
{
if (cPersonajeKid.ActiveInventory == iCanha) {
  
  cPersonajeKid.Walk(1452, 796, eBlock);
  
  cPersonajeKid.ChangeView(FLASHEANDOPESCASENTADO);
  
  cPersonajeKid.BlinkView =7;
  cPersonajeKid.BlinkInterval = 160;
  
  
  }
}

When I check the game, he sits perfectly, but in the blinking frame he stands up and blinks like he's standing...

What am I doing wrong?  :confused:

thx
#6
Thanks!

 Also, if there's an animation happening let's say a bird flying from far away, that will eventually be a playable character after the animation of the animal coming near the screen and doing something occurs...

 Should I aim to animate the flying bird animation as an object? or should I already set it as a character?

Would that make any size difference in the game file?
#7
Hi Crimson, you are amazing!

1) by activating LZW compression, my Windows compiled game went from 194 MB to 102 MB.

2) when importing a sprite, I always, since I started making this game unchecked the "Remap palette (8-bit image only" option. Should I keep it checked to make the game weigh less? or activating it will lower the sprite quality too much?

thanks for the amazing tips  ;)



#8
As simple as I put it in the title...

I'm sure there are good tips that won't take away game quality.

 How can I improve the compression size or the overall good optimization to avoid my game weigh more than I'd like to?...

Trying to keep it at 500mb actually.

Any tips? thanks a lot
#9
Thanks Khris, is that code to make every click on any inventory item play the same sound?

My idea is that every inventory item should have a personalized sound
#10
I'm using the blank template. AGS 3.6.

I'll keep trying...
#11
yeah, I did that but doesn't play a sound. Not normal sound, not music, nothing.

ummm can I ask you to try it for yourself to see if you can interact and make it play some sound?

 That way we'll corroborate if that's a problem only I have or if it's an issue that could be notified to the AGS high rank programmers.
#12
So my idea is that basically a sound is played when I click (interact mode) on an inventory object. I add the

"Sound.Play();"

code but absolutely nothing plays. I tried with other click modes and it plays (like for example "Look at") but my idea is that the sound is played when the cursor changes into the object and it's "grabbed".

Thanks!  :)
#13
So, I've tried to make this work for the last 4 hours. Tried almost everything. Densming's tutorials, manuals, you name it.

So basically what I'm tried to do is pretty simple:

Main character meets Character B. They exchange several lines (like 20 to be exact), Character B ends conversation with "You got something for me?"

And then, I need the next interaction (I'm using the Interact mode to start conversations) to not trigger the entire conversation again. Instead of the 20 lines, I need Character B to simply say "You got something for me?" with every click on him.

I tried everything, but when the conversation finishes I click on Character B and he keeps saying the same ol' 20 lines.

I need him to only say the 20 lines when I first click on him, the 2nd, 3rd, 4th and so on, he just have to repeat his last line.

Thanks so so so much.  :smiley:

NOTE: So, I think I solved it.

I did this. First I made the dialogCounter global varible Desming showed in his YT tutorial.


Code: ags
 if (dialogCounter<=0) {
//DIALOG
dialogCounter++;
 }
 
 else {
   cCharacterB.SayBackground("You got something for me?");
 }
#14
Yay cool, it worked, thanks Tomas (but I used "eBlock", otherwise with eNoBlock the character doesn't walk to the object to grab it. Thanks again!
#15



When I click that book, my character is supposed to say something and then walk towards it and grab it

So basically I'd like my character to say that WHILE walking towards the object (book)

Is is possible?

thanks!
#16
Wow, it worked! If I ever "make it" making videogames, I owe you a part of it,  :smiley:  :smiley:  :smiley:
#17
https://ibb.co/Vm3xN11

So in that giant error text there's some lines in spanish (my pc language) "the (AppData) file cannot be open, because it's Read-Only or it's Hidden"

Did someone get this before?

*I tried checking all the AppData folder options to not be "Read-only" and also Not Hidden... I get the same error message...
#19
It worked! you are a genius Crimson Wizard!  :kiss:
#20
So I started this project, basically it's a guy that will ascend on looks and improve by solving quests and doing cool missions where he learns a lot about life.

But weirdly, when I click that book to pick it up, the "cursor buttons" I have in the top left of the screen show a weird grid...this is my code for picking up the book

https://ibb.co/kMy8QCQ

The weird grid shows up exactly when I click on the book. It comes back to normal after picking it up.

This is the normal view of the cursors in the top left

https://ibb.co/ZgwwQkQ


and this is the weird grid I'm writing about

https://ibb.co/K5S7ZNX

So... what's going on you guys?  :confused:  :kiss:

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