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1
Technical forum / Scaling animations
« on: March 15, 2006, 11:31:38 PM »
I have scene scale with some value, for example X. Every object in scene get default scale X, or I can change it's scale property, for example - new value Y. But I have problem - when I need to play anim with PlayAnim method, animation is started with X scale (as scene - default), but in object property scale is Y (not default). Help me.

2
Technical forum / Re: Double animation
« on: March 04, 2006, 08:41:34 PM »
So, I suspect this. But how I can solve this problem? Of course, I can use counter, but maybe there's another way?

3
Technical forum / Double animation
« on: March 04, 2006, 06:38:16 PM »
I add object in scene with animation (object, object_sprite) and create initial script:
//code_1
{
object=Scene.GetNode(object);
object.Active=false;
}

So, this object is not visible. In game, on some event I need to play anim. Look this code:
//code_2
{
object=Scene.GetNode(object);
object.Active=true;
object.PlayAnim("object_sprite");
object.Active=false;
}

This object is not always visible in game, only on some event in animation phase.

But there is a problem. When I execute code_2 first time, object is animated 2 times, when I execute next times, object is animated 1 time. How I can try to animated object always 1 time?

4
Technical forum / Actor always on top
« on: March 01, 2006, 09:12:13 PM »
There's option of window in Windows OS "always on top". I want realised the same effect in scene, because sometimes some objects on scene (not actor) shows is front of actor and hides some part of actor. Can I set attribute to show some scene object always behind actor? How I can solve this problem?

5
Technical forum / How Engine understand that actor is in region?
« on: March 01, 2006, 12:28:07 AM »
I can check actor in region with event:
on "ActorEntry"
{
//code
}

Actor's sprite has width_size and height_size and consist of actor's figure and sprite background, which made of alpha-chanel. So, event "ActorEntry" work when any part of sprite is in region or only actor's figure in region?

6
Technical forum / Re: Problem with actor.GoTo
« on: February 24, 2006, 10:03:09 AM »
Oh, of course! I'm an idiot! After midnight brain work not correct, so I made this mistake like a schoolboy. Thanks!

7
Technical forum / Problem with actor.GoTo
« on: February 24, 2006, 12:45:18 AM »
Hello!
Standart way to walk actor to point in scene is

on "LeftClick"
{
  actor.GoTo(Scene.MouseX, Scene.MouseY);
}

It's work nice.

Look at this code:

global last_mouse_click_x;
global last_mouse_click_y;

on "LeftClick"
{
  last_mouse_click_x=Scene.MouseX;
  last_mouse_click_y=Scene.Mousey;

  actor.GoTo(last_mouse_click_x, last_mouse_click_y);
}

Why it's not working? Please help me.

8
Technical forum / Scene sprites and actor interaction
« on: February 19, 2006, 06:19:50 PM »
problem has been solved

9
Technical forum / Re: Correct coordinate calculating
« on: February 14, 2006, 10:47:08 PM »
Thanks

10
Technical forum / Correct coordinate calculating
« on: February 14, 2006, 09:57:15 PM »
On event Left click I apply actor.GoTo(Scene.MouseX, Scene.MouseY), it's standart way. But there is a problem.

Actor's walk sprite consist of graphic files with width_X and height_Y size. Engine associate actor with left top of graphic file. How I can associate actor with center of graphic file? So solution is actor.GoTo(Scene.MouseX+width_X/2, Scene.MouseY+height_Y/2). But problem is in scaling, which use in scene (0%, 10%, 50% etc.). How I can change actor.GoTo command to solve problem?

11
Technical forum / Re: about actor walking and slinking
« on: February 11, 2006, 06:55:14 PM »
Thanks!

12
Technical forum / about actor walking and slinking
« on: February 11, 2006, 09:56:37 AM »
Engine can recognize standart animation in acror's file definition. For example, walk animation named "WALK", and on event actor.GoTo engine use walk sprite.

I have a question. I need actor can use two kind of move animation. On left click he is walking, on right click he is slinking. So, I've made slink sprite named "SLINK". So, how I can switch king of moving animation? My actor is 2D type.

I have solution of this problem, but I think it's not ideal solution.
I've made two actors - actor1 and actor2. actor1 in WALK animation use walking sprites, actor2 in WALK animation use slinking sprites.

on "LeftClick"
{
  var actorX=actor.X;
  var actorY=actor.Y;
  Game.UnloadObject(actor);
  actor = Game.LoadActor("actor1.actor");
  actor.X=actorX;
  actor.Y=actorY;
  Game.MainObject = actor;
  actor.GoTo(Scene.MouseX, Scene.MouseY);
}

on "RightClick"
{
  var actorX=actor.X;
  var actorY=actor.Y;
  Game.UnloadObject(actor);
  actor = Game.LoadActor("actor2.actor");
  actor.X=actorX;
  actor.Y=actorY;
  Game.MainObject = actor;
  actor.GoTo(Scene.MouseX, Scene.MouseY);
}

It's working nice, but how I can develop single actor with switching animation?

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