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Messages - eric22222

Pages: 1 [2] 3 4 ... 12
16
Help, Errors, FAQ / Re: Change sprite draw order
« on: 2014-04-10, 07:22:10 PM »
Ah, that may be my problem. I'm trying to keep my player on top of some sprites I generate on the fly. I can probably work around it with some layer shenanigans, though. Thanks for the help!

17
Help, Errors, FAQ / Change sprite draw order
« on: 2014-04-09, 09:22:06 PM »
Hey guys, anyone know of a good way to change the order spirtes within a layer are drawn? I'd like to keep my player on top, but it seems to draw from oldest to newest. Didn't find anything in the layer base file, but I may not be looking hard enough. Thanks!

18
Projects / Re: Mistraal - a game of creation
« on: 2008-02-22, 03:06:13 PM »
For those interested, and not so well versed in German, Google can help you out a bit with their translation. Okay, it's not perfect, but it's better than nothing.

Best of luck with your game, Tanja! Looks like it's going to turn out great!

19
Off-Topic / Re: happy birthday bluemonkmn! :D
« on: 2008-01-03, 10:00:08 AM »
Sorry, no mediocre Photoshop image this year. Guess you'll have to get by with "congratulations on still being alive."  ;)

20
Projects / Re: Stickmen Sprites...
« on: 2008-01-01, 03:42:19 PM »
Jam, you have earned my respect today. That is a really impressive and well-executed feature. Hope to see some great multiplayer coming out of this!

21
Script / Re: StopClip
« on: 2007-12-24, 04:10:28 PM »
Got it! Turns out the problem with my first solution was a very minor usage issue. I just needed to include (false) after my stopclip command.

22
Script / Re: StopClip
« on: 2007-12-24, 01:37:50 PM »
Well, I had considered it, but I bet my main problem with it could be solved. The following gets the desired effect:

Code: [Select]
   ProjectObj.GamePlayer.ActivateFunction ProjectObj.GamePlayer.rmap.Specials("Test")
   ProjectObj.MediaMgr.Clip(ProjectObj.GamePlayer.rmap.BackgroundMusic).StartClip
   ProjectObj.GamePlayer.ActivateFunction(NewFunc)

...where NewFunc is a map swapping function defined in script, and the special function "Test" is only used to change the background music to a short clip. What I don't like with this solution is that it would require me to put a function like Test in every map and set each one to change the background music. Is there any way I can change the background music from script?

I've used a special function's MediaName property for loading games:

Code: [Select]
      Dim MusicFunc
      Set MusicFunc = NewSpecialFunction
      MusicFunc.MediaName = ProjectObj.GamePlayer.rmap.BackgroundMusic
      ProjectObj.GamePlayer.ActivateFunction(MusicFunc)

This solves that annoying problem where loading a game doesn't start the background music. Unfortunately, this only plays the clip with the function; it doesn't change the background music to the clip. My thought is that I can tell it to change background music with something's flag property. Unfortunately, I have no idea which flag I want to set, nor what I should set it to...

</Overdetailed explanation>
Any suggestions for changing the background music in script?

23
Script / StopClip
« on: 2007-12-23, 12:09:53 PM »
With a difficult semester behind us, Adam and I have picked back up on our project, Zinc. I created a pretty spiffy pause screen, and would like to get to it pretty quickly, that is, without waiting for the music to fade out. Since the pause button is scripted, I figured it'd be easier to simply tell the game to quit playing the music rather than go through a complicated string of special functions with assigned media. Here's what I've got:

Code: [Select]
ProjectObj.MediaMgr.Clip(ProjectObj.GamePlayer.rmap.BackgroundMusic).StopClip
Of course, I wouldn't be posting this if all went as planned. I wind up with this error:

Code: [Select]
Argument not optional: 'ProjectObj.MediaMgr.Clip(...).StopClip'
If anyone has any idea on what the problem is and how to fix it, it'd be much appreciated.

24
Game Development Artistry / Re: Music Writing Program
« on: 2007-07-26, 09:46:23 PM »
Yes, Anvil Studio can save as midis. You can get it here.

25
Off-Topic / Re: Portal
« on: 2007-06-04, 12:33:02 PM »
Hey guys, found a sort of spiritual predecessor to Portal. Best part? Free download. It's a bit short, but a lot of fun.

Narbacular Drop

26
Actually, I can think of one way to do it. Make your player sprite without the hat. Create a second sprite for the hat. Have the hat set to ride on top of the player.

27
The status bar... first off, it may be a bit complex for a quick in-game glance. Perhaps you could have the most basic information displayed on screen and keep the detailed bits on a pause screen. Secondly, you may be overestimating GameDev's inventory power. The built-in inventory display can only be rectangles, and you can't have anything drawn over it to change the shape. I have seen some projects that add some flare to the status bars, but nothing quite like this. If you're able to pull it off, great, but just keep in mind that something like this will take a ton of work.

Keep it up.

28
Script / Re: Side swapping
« on: 2007-05-02, 07:29:53 PM »
Let's see...

Durnurd, I thought that might be the case, and added a little message function to tell me what state crashed the game, and I always ended up getting a crash when curstate == 3 (gah, swapping syntaxes...).

BlueMonkmn, that sounds like a very good answer. I'll try that out.

<EDIT> That must've been it. By setting .curframe to 0 whenever it swaps, crashes have stopped completely. I guess my left-facing sprite has a few less frames than the right-facing counterpart. That explains why it only happened every once in a while.

<EDIT++> 150 posts!

29
Script / Side swapping
« on: 2007-05-02, 08:24:29 AM »
Little background info here: as you may remember me saying, the planet where our game takes place is tidally locked to its sun. The level I'm working on is a mountain range halfway across the planet. One side is covered in vegetation, the other is bare rock. The feature I thought up for this is being able to swap back and forth from side to side by pressing shift. (A quick picture is here)

This is the piece of code that's activates when the player presses shift:
Code: [Select]
With ProjectObj.GamePlayer.PlayerSprite
 If NOT (.rDef.SolidTest((-.X+9568), .Y) OR .rDef.SolidTest((-.X+9568), .Y+31) OR .rDef.SolidTest((-.X+9599), .Y) OR .rDef.SolidTest((-.X+9599), .Y+31))Then
  .X = -.X + 9568
  .DX = -.DX
  If left(.rDef.Name,14) = "Player_jumping" Then
   Direction = -Direction + 1
   Change_to_jumping
  End If
  If (.rDef.Name = "Player_"+MapNum) OR (.rDef.Name = "Player_spear_"+MapNum) Then
   If (.CurState MOD 2) = 0 Then .CurState = .CurState + 1
   If (.CurState MOD 2) = 1 Then .CurState = .CurState - 1
  End If
 End If
End With

Now the trouble is, every once in a while (and only while moving right), the swap function crashes the game, giving me "subscript out of range". Any ideas will be helpful.

30
Off-Topic / Portal
« on: 2007-04-30, 06:13:30 PM »
Check this out: this fall, Half-Life 2: Episode Two is set to be released. Coming with it is a game called Portal. The genre itself is enough to draw my attention: a first person puzzle game. The idea is that you can use a device to shoot two portals into walls. The result is, obviously, a portal perfectly connecting the two impact points. Light, momentum, gravity; it's all taken into account.

I'm not too up-to date on Half-Life, so I probably won't end up getting Portal. Still, Portal does look cool. Check out the gameplay video.

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