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Messages - ROBRO

#1
Recruitment / Re: Composer wanted
Fri 05/11/2021 14:20:00
Still looking? I have music of my own here https://robro.bandcamp.com/

It's not stuff that would fit what you've got there, but that seems simple enough. I could do stuff like that in Ableton with synth and sampled instruments.

Making music for someone else is different. Since there's a responsibility there that isn't there when I'm doing it on my own time, so if you do need someone, I'd be hesitant if you needed a ton of music in such a short time since your post is months old at this point. How much do you need?
#2
https://streamable.com/5suitd - Here is a video which shows what I'm after. Ignore my terrible programmer art for the background. It shows stairs, with a door at the top. It's further away, and the stairs are meant to be long. The door is meant to be oversized even when standing next to it. Huge door to a massive tower.

I'm just wondering if there's any advice about scaling and getting this right? It doesn't look right to me, even if the art was good looking art. He goes up too fast and it just seems off. Sorry my question is not specific, but I don't know how to even explain it. Also what can I say to the artist? I pay for stuff, and I get revisions but I don't want to keep doing revision after revision since I'd feel like I was bothering them and stopping them moving on to other orders. I mean like are there any guidelines for how they should scale? Is the scaling in AGS exactly the percentage? Like if it's set to 50, it literally reduces the character by 50%? So I could tell the artist have the top of the stairs be 50% smaller in terms of scale?
#3
Bad thread title. I don't really know what a good title would be.

I have this image below to help explain what I am trying to do. Please excuse my terrible art skills.

Spoiler
[close]

I'm going for a cartoony sort of effect. I think I've seen the same kind of thing done in Looney Tunes cartoons.
So on the furthest hill the player sprite is small due to being very far away. The walkable area will be on the path and take the player behind the middle hill with a walk-behind.
This is where my issue comes in. I need the player to then go up so they appear incrementally until they get above the middle hill, and then, using a walk on to script for a region, move the baseline for that walk behind to 0 so that the player can then walk down the middle hill, and do the same thing with the closest one.

The issue is how do I know which thing to disable. What I described only works going one way. The other thing is making sure the player actually moves to the very top. I can't place the region more than the very top pixel of the hill they are about to walk down, and are currently behind, else it'll move the walk-behind too early and end up showing the player sprite in full too soon.
#4
Hi.

@Khris
Thread is this one here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=54542.0
Third post down by Kumpel who writes the following.

QuoteYou could shorten the whole thing if you add a hidden 4th option which is activated in the "@S area" (checked every time you do return) and starts autmatically if all three other options are off. And in this option you add the dialog change. But your version works too, thus it's all right ;)

Unless I misread it, he means that @S gets checked after you click an option? This is not what I found however.

@eri0o
@Khris
A function would simplify so I will do that, although having to place a function call in each dialogue choice still seems messy to me. Is it the best that can be done? What about a way to sort of streamline the function so it can be used for any dialogue, or do I need to make a function that does something similar if I end up wanting it again for a different dialogue?
#5
Code: ags

  if(dDyingManDialogue.HasOptionBeenChosen(1) && dDyingManDialogue.HasOptionBeenChosen(2) && dDyingManDialogue.HasOptionBeenChosen(3))
  {
  dDyingManDialogue.SetOptionState(4,eOptionOn); 
option-on 4
  }


The above code works. However, I have to place it under each dialogue option like so...

Code: ags

@1
DyingMan: blah blah blah.
  if(dDyingManDialogue.HasOptionBeenChosen(1) && dDyingManDialogue.HasOptionBeenChosen(2) && dDyingManDialogue.HasOptionBeenChosen(3))
  {
  dDyingManDialogue.SetOptionState(4,eOptionOn); 
option-on 4
  }
return


...in order for AGS to actually check it. This seems like a messy way to do it so I am wondering is there a better way? I did find an old thread where one user suggested placing it under @S, as he claimed that AGS checks this each time an option is clicked, however that does not work.
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