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Messages - Akril15

#1
I actually was adjusting the baseline as well, and I think I may have found a solution. I was using IsCollidingWithCharacter when I should have been using AreThingsOverlapping. This is what I've got in rep_exec right now:

Code: ags
if (AreThingsOverlapping(SERM1, EGO)) {
if (cSerM1.y<cEgo.y) cEgo.Baseline=600; //if npc is behind player
else cEgo.Baseline=cSerM1.y-20; //if npc is in front of player
}

///other character's scripts here

else cEgo.Baseline=0;

This needs a bit of tweaking as there's still a tiny bit of incorrect overlapping going on. The players also phase through each other at times, but it's not quite as obvious.
#2
Quote from: Snarky on Sat 15/07/2023 20:22:42What do you actually want to happen?
I just want to keep the characters from overlapping where one character is "floating" in front of the other. I've tried adjusting the NPCs' Z axes (the player character's is -25), but I still end up encountering this problem whenever I make the player character walk into one of the NPCs.
#3
I've got a couple of rooms set up to make several NPCs wander through them along one of several paths on a single large walkable area (I hesitate to post it at the moment, since it's pretty messy). My script works good, except for what happens if the player character (who is using the same walkable area) walks into one of them, or vice versa.

If the NPCs are solid, they will stop moving when the player character collides with them, but if they're not solid, I encounter a number of issues with the characters overlapping incorrectly (often making it look like one character is walking on top of the other), and unsurprisingly, the NPCs will often walk through the player character like they're ghosts. I've tried making the player character stop when overlapping with another character, but the "walking over characters" issue still comes up. I've tried changing the player's baseline when colliding with an NPC, but that doesn't seem to work either.

Is there another technique I might consider?
#4
Quote from: Renodox on Fri 21/12/2012 01:36:37
Nope.  Even if you consider the gnomes to be the same, there was never a time where he was mostly bad or just mean.  Typically, he'd been helpful, if only a little rude.
Well, I was mostly going with the idea that his riddle in the first name was "just mean" -- I mean, who hasn't cursed that puzzle?

The answer to your riddle does make much more sense, although the phrasing of the riddle itself is a bit misleading, since
Spoiler
both Rosella and Valanice (as well as Graham) see Shamir the genie in the Long Ending to KQ6, at the wedding. It only makes sense if it's stated that the riddle is referring to the player characters of their respective games, and no other protagonists.
[close]
#5
It's not the gnome that appears in KQ1 and 3 (and KQ5, if you consider that gnome to be the same one), is it?
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