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Messages - Matti

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You're setting font 2 as an outline font, so maybe that causes the two lines of speech? I've never used that before, but maybe the font sizes are too different?

If you set OutlineFont to 0 and OutlineStyle to automatic, is there still no outline? Works for me all the time.

The detailed drawings in the report of an expedition that went to the mysterious island of partial gigantism inspired one of the sculptors to dedicate his statue to the sceptic bighead eagle. It's made from gypsum and colored only with natural dyes native to that very island. It shall be a perfect addition to the Queen's royal garden.

Create a global variable (int hotspotclick = 0) and do something like this:

Code: Adventure Game Studio
  1. // any click on hotspot:
  2. hotspotclick = hotspotname.ID
  3. player.Walk(mouse.x, mouse.y);
  5. // stands on hotspot:
  6. if (hotspotclick == hotspotname.ID)
  7. {
  8.   hotspotclick = 0;
  9.   player.Changeroom();
  10. }

One possibility would be to put the monster spawning code(or anything else you want to happen) in the repeatedly_execute_always.

Another way would be to make the walking non-blocking and setting a variable that keeps track of what hotspot has been clicked on. Then, you not only check whether the player is standing on a certain hotspot, but also if the variable is equal to the hotspot's ID.

Isn't that wedge just the cloud as seen in the first image?

1. Funkpanzer
2. Tabata
3. Rocchinator

Lovely entries everyone.

Make sure to set the correct transparency when importing sprites ("leave as-is" should do it).

Do you really only want the player to allow to interact with the door when they stand next to it or do you just want the character to walk to the door before opening it? If it's the latter then you can just set the WalkToPoint in the door hotspot's property pane. Alternatively you could code it yourself using a blocking walk command:

Code: Adventure Game Studio
  1. function hDoor_Interact()
  2. {
  3.   player.Walk(282, 173, eBlock); // or whatever the coordinates should be
  4.   player.ChangeRoom(6);
  5. }

You don't need gGui1.SetPosition, it's replaced by
Code: Adventure Game Studio
  1. gGui1.X = x;
  2. gGui1.Y = y;

gGui1.SetPosition(x, y) should also work.

General Discussion / Re: Trumpmageddon
« on: 09 Jan 2018, 11:21 »
Blondbraid, the gorilla thing was a joke ;)

As it turns out, though, the idea is so believable that a whole lot of people actually did buy that this was a real page from Wolff’s book.

AGS Games in Production / Re: Tardigrades
« on: 27 Dec 2017, 12:04 »
Yes, it's a very nice effect and the torus shape is recognizable :) Keep it up!

Critics' Lounge / Re: Vintage Game Art Style How???
« on: 27 Dec 2017, 11:23 »
Right. You don't have to always fill the whole screen. On the other hand, if you have a large scene that you don't want to split into different rooms, you can make a scrollable room.

Yes it is. It's also something you can easily look up by pressing F1 while using AGS (roll)

Just replace object with character in the code I posted.

Ah yes, I wasn't sure if the object limit still exists. But you can always re-use objects if they aren't all supposed to be on screen at the same time.

Objects have numbers, so something like this should work:

Code: Adventure Game Studio
  1. int zombie = 0;
  3. while (zombie < 30) // or whatever the amount of zombie objects is
  4. {
  5.   if (object[zombie].Y > 390)...
  6.   zombie ++;
  7. }

EDIT: Of course, the zombie objects must be consecutive and no other objects should be between 0 and 29 in this example. If there were others, you'd have to make exceptions in the if clause.

When you say you added this code to the room script, did you add the function by yourself? That's not how it's done.

When editing the hotspot and clicking the lightning bolt, is there a function name in the properties pane (marked in red)?

If not, click the ...-button on the right side to create the function (or link the event to the already created function):

It's explained in the link Khris posted.

AGS Games in Production / Re: The Witch House
« on: 20 Dec 2017, 13:03 »
Very stylish. The colors and animations are great!

You have to be more precise. What battle system are you aiming at? How do you do you want the enemies to be selected?

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