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Messages - Gudforby

Pages: [1] 2 3 ... 5
1
If you would like a Norwegian translation, I can give it a go.

2
General Discussion / Re: AGS set to destroy Earth in 2040
« on: 27 Feb 2012, 14:32 »
USE rubber chicken with a pulley in the middle WITH space rock

waaaait a minute...

3
This looks great!

Me wanna play the new version. NOW! :D

4
Room objects are room specific, so that will not work, unfortunately

5
Beginners' Technical Questions / Re: Ending a game
« on: 21 Feb 2012, 13:53 »
[code]
QuitGame(0);
[/code]

will exit the game and return to windows

6

Yup, that should do it.

If you want to use modules though, just download the module from the link. It seems it was this one I thought about: http://www.bigbluecup.com/yabb/index.php?topic=20650.0
The one I mentioned earlier had a broken link.

Then you unzip it. In AGS, right click on the Scripts pane, and select "Import Script". Find the unzipped files and import the *.scm-file. It then adds to your scripts. included in the zip is a txt-file which shows you how to use the module while scripting.

7
Double post - delete

8
For your first question: You don't need another function for that, you just check the same way you have already done. Simply add an "else if) and check for another inventory object.

[code]
function iDorn_UseInv()
{
  if (cOli.ActiveInventory == iZahnseide)
  {
    cOli.LoseInventory(iDorn);
    cOli.LoseInventory(iZahnseide);
    cOli.AddInventory(iDornmitSchnur);
  }
  else if (cOli.ActiveInventory == iSomethingElse)
  {
    //your code here
  }
  else if...
}
[/code]

For the second question: Game.DoOnceOnly command should work here.

For your last question, there are several ways to do that. You could either define a variable (i.e. door_open, and set this to true when the button is pushed. You can then check this variable when entering your other room to see if the door should be open or closed.

If you want to turn objects or hotspots on and off in another room, I recommend this module: http://www.bigbluecup.com/yabb/index.php?topic=14203.0

9
Critics' Lounge / Re: Sam & Max - Lip Sync animation
« on: 16 Feb 2012, 08:56 »
Looks good!

Right now max has more of a shoulder bobbing. But i imported it in photoshop to see it better what it would look like if the shoulders stood still and the head bobbed, and perhaps it's a bit jittery. Sam looks great though!

10
I don't know if that's possible.

But a quick workaround is to create a new function in the room script, and run that from the event window.
In that function you can run your 'globalfunction'.

Works like shit!

11
That is one cute alien!

Game merchandise already in production I see...  8)

12
You need to check which inventory item is the active one.

[code]
if (player.ActiveInventory==iItem)
{
  //do stuff
}
else
{
  //do some other stuff
}
[/code]

13
Sorry to dig up this old thread, but Gilbert has just posted some concept art for his Double Fine collaboration. The images can be found at his blog: http://grumpygamer.com/5694081

From blog:
Quote
"Here are a couple of fine pieces of concept art from the game I'm making with the amazing folks at Double Fine.  I'm so excited.  This is an idea that has been in my head for a long long long time.  It predates Maniac Mansion and Monkey Island.  It's a game that needed to be made. These are two of the playable characters.  That's all I can say right now, but more will follow later."

14
Glad to hear the game is still alive. I'm looking forward to giving it a try when it's finished!

15
Actually, there is a much easyer way.. silly me..  ::)

Using your first code, simply adding eNoBlock afer it should do the trick.

[code]
function room_AfterFadeIn()
{
  cTyp.Animate(2, 1, eRepeat, eNoBlock);
}
[/code]

16
You could set the animation as an idle view.

[code]
cTyp.SetIdleView(2, 0);
[/code]

17
Se: Object.Clickable. The clickable for the smoke should be set to false

[code]
oSmoke.Clickable = false;
[/code]

18
Adventure Related Talk & Chat / Re: medium length games
« on: 12 Oct 2011, 11:06 »
Intersting thought... I don't know it there's an easy answer to that.

As far as I'm concerned, overall quality is perhaps more important than the length of the game. If it has its own charm, some creative game mechanics, etc.
But if I have to boil it down to a length for a "classic" adventure game, I would say perhaps two hours of gameplay.

19
Adventure Related Talk & Chat / Re: medium length games
« on: 12 Oct 2011, 09:34 »
Seconded.
To me, a short game would take less than 30 minutes to complete without a walkthrough.
Not sure where I would set the line between medium and full-length games though.

20
Impossible to stay focused at work with these to browse through...

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