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Messages - Art

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Technical forum / Re: ForceTalkAnim
« on: April 29, 2005, 06:30:43 PM »
...either by adding SetSprite for actors (I have it in my ToDo for some time anyway) or by eliminating the "gap" when the actor is switching from talking state to playing an animation.

Hi Jahn!

I've encountered the following problem while coding my game.
I think it's a common case of the described above (i may err). And (or) existance of solutions to these problems can easily resolve ForceTalkAnimation problem.
It's not a bug, it's a missing of feature which would be great for me:
1. I need the last frame of last animation to stay on screen instead of switching to default sprite.
How can i do it?
2. I want to call some method synchronously and by string name :)
Can i ApplyEvent with some syncro parameter?
Or call method not through point operator (obj.SomeMethod), but by some special function calling by string name ( name = "SomeMethod"; obj.CallFunction ( name );

Technical forum / Re: ForceTalkAnim
« on: April 28, 2005, 07:41:10 AM »
PlayAnim instead of SetSprite with LOOPED 03_.sprite helped....

Technical forum / Re: ForceTalkAnim
« on: April 28, 2005, 07:33:17 AM »
Hi Mac.

It seems that Actor object does not have SetSprite method :)

Technical forum / Re: ForceTalkAnim
« on: April 26, 2005, 06:28:15 PM »
Tested it this way:

Code: [Select]
case 1:
actor.PlayAnim( "actors\kewa\phone\01.sprite" );
actor.ForceTalkAnim( "actors\kewa\phone\02.sprite" );
actor.Talk( "fsadsa fsaddsaf safsdafsda fasdfsdaf sadfsdafs adfsa" );
// here it seems to be a "stand" micro delay between sprites
actor.PlayAnim( "actors\kewa\phone\03.sprite" );

All the same :(

Technical forum / Re: ForceTalkAnim
« on: April 26, 2005, 04:06:08 PM »
Stil got the problem :(
After Talk animation i see "stand" animation for a moment. And only after that - outro animation starts.
How can i make it more constrained??

Technical forum / ForceTalkAnim
« on: April 26, 2005, 03:49:27 PM »
I should use a special animation for talking in some cases.
I found ForceTalkAnim function in SDK.
But it works not right i need: it plays special animation once and then it switches to standard one. And this happens during one call of Talk method of Actor.
How can i make actor use this animation from beginning to the end of execution of Talk method ?

Here is my code
Code: [Select]
actor.PlayAnim( "actors\kewa\phone\01.sprite" ); // intro to special animation
actor.ForceTalkAnim( "actors\kewa\phone\02.sprite" ); // my special animation
Game.Msg( "1" ); // start talk
actor.Talk( "fsafsdafsdafsdafsadfsdafsadfsdafsdafsdafsdafsa", null, 5000 ); // i'd like to see my special animation for 5 seconds, not only once.
Game.Msg( "2" ); // stop talking
actor.PlayAnim( "actors\kewa\phone\03.sprite" ); // outro from special animation

While i wrote this post, i've found a decision :)
Talk animation should be LOOPED :)

Technical forum / WalkToDirection property does not work
« on: April 03, 2005, 07:14:19 PM »

I have an entity on the scene. It has several states. In each state it has different bitmap and is located in different position. This entity is also an item, so actor can "take" it.
Before taking this item i make actor GoToObject.
When i change bitmap and position of this entity i also update WalkToX, WalkToY and WalkToDirection properties. With X&Y everything is ok, but WalkToDirection property does not work, like it seems to me :(. It always keeps the value, i gave to it in scene editor.

Here is a little part of code:
var bo4onok = Scene.GetNode( "bo4onok" );
switch( State_09_01_Temnica.bo4onok )
case 0:
bo4onok.SetSprite( "scenes\09_Ostronos\01_Temnica\fon\barrel_on_floor.png" );
bo4onok.SkipTo( 702, 434 );
bo4onok.Active = true;
bo4onok.WalkToX = 702;
bo4onok.WalkToY = 519;
bo4onok.WalkToDirection = DI_UPRIGHT;

Is it bug or feature ? :)

Technical forum / Re: Delay when changing sprites
« on: October 13, 2004, 03:00:42 PM »
I see delay every time new sprite should begin, even when i don't leave scene.
Actually sprites are really big enough (about 2-3 Mb in 30 frames)
I plan to reduce size by converting them from 32 bit tgas to 8bit compressed bmps. I think this should help
BUT, why delay is seen even after sprite is loaded (after it has been played once)? It's seems to be strange...

Technical forum / Delay when changing sprites
« on: October 13, 2004, 12:44:19 PM »
I've got a problem
I have got several sprites for one character, which should be changed in some different sequences.
For example i play first sprite, then second, then again first and after that - third
So after first sprite i can play second or third.
I use entity.PlayAnim method to choose next animation
There is a very annoying delay before staring new sprite

Is there any possibilite for preloading sprite into the game before first playing it?  ???

Thank you

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