Dialogue/Text Box Graphics PLEASE CLOSE

Started by Draft, Sun 12/02/2012 00:15:10

Previous topic - Next topic

Draft

I want to say that I think this is a very well designed editor for those with an idea but no coding experience. It includes options for the writer that have been overlooked or over complicated by creators of similar programs. With that said I have come across one question and with hundreds of posts and no search bar that I can find I decided to create this post.

I want to add music to my game and I definetly want to use the Save Load Enabled option but neither of these appear in my room properties list (I am viewing this from nothing). Instead I have Background Animation Delay and Legacy Music Volume Adjust under settings.

How do I find these two options and put them to use. As for music I suspect I will have to store the files and then upload to the editor but where in the editor.

I have not read all of the resources available yet, I am going through them one by one. I did notice that I can't set a Walk To co-ordinate for interacting with an object in the same way as Hotspots so I added this to the beginning of the _Interact function in script

function opickaxe_Interact()
={
   player.WalkTo(x307, y307);
   opickaxe.Visible = false;
   player.AddInventory(ipickaxe);
   Display("You find a pickaxe forgotten by the cemetery's groundskeeper.");
   GiveScore(10);
  }

This made more sense than having two scripts (the other being Look At) that esentially say the same thing and having a Hotspot laid over the object. What do you all think and is this the simplest way to do it.
Draft
AdventureDraft.com

Khris

The Search link is at the top, below the date.

In order to use music, import it in the Audio pane. (Right-click the Music folder, choose "Add audio file(s)...")
Add/edit the room's before fadein event (function is room_Load), and use aMusic1.Play().

Not sure what you mean by Save/Load enabled, you can save (almost) anytime by default.

As for your code, remove the first "=" and the "x" and "y" in the WalkTo command parameters.

Draft

#2
Quote from: Khris on Sun 12/02/2012 08:05:43
The Search link is at the top, below the date.

In order to use music, import it in the Audio pane. (Right-click the Music folder, choose "Add audio file(s)...")
Add/edit the room's before fadein event (function is room_Load), and use aMusic1.Play().

Not sure what you mean by Save/Load enabled, you can save (almost) anytime by default.

As for your code, remove the first "=" and the "x" and "y" in the WalkTo command parameters.

Thanks for the help with music files and the search bar. I was looking for a type box and missed the link.

My bad, its not Save/Load, must have been tired that evening. I will need to be able to choose which rooms I want the player's character to be visible and usable in and that is actually ShowPlayerCharacter under settings.

Since I am already typing here I am wondering if I can open the animated character file that came with the downlaod and simply alter the characters shape, size and clothing for use as varous characters within my game? This would save time compared to creating new animations for new characters.

Also the character seems to get bigger as it goes back (up) in the scene. Is there a way to reverse this?



Draft
AdventureDraft.com

Mouth for war

You need to set the "UseContinousscaling" to True then you just change the values...at the bottom of the screen you might want the character to be at his default size so set it to 100 and if he reaches the top of the screen set it to...80 or whatever...depends on how far he can walk on that screen :)
mass genocide is the most exhausting activity one can engage in, next to soccer

Draft

Quote from: Mouth for war on Mon 13/02/2012 18:34:50
You need to set the "UseContinousscaling" to True then you just change the values...at the bottom of the screen you might want the character to be at his default size so set it to 100 and if he reaches the top of the screen set it to...80 or whatever...depends on how far he can walk on that screen :)

Thanks for the help, I will look at that now.
Draft
AdventureDraft.com

Draft

I really appreciate all the help so far.

My new question is this. No matter how I try to script Walk to for hotspots, whether in the properties box, in the script itself or both the player just will nt walk to the spot first before displaying any text. How do I get this to function correctly? It looks kind of odd to click on something from the other side of the room and get a response.

Thanks
Draft
Draft
AdventureDraft.com

NickyNyce

Are you sure your character is on a walkable area?

If it isn't, the next line of code will run instead. Check and make sure that you have drawn your walkable area and make sure your character is standing on it.

Draft

Quote from: NickyNyce on Wed 15/02/2012 12:11:32
Are you sure your character is on a walkable area?

If it isn't, the next line of code will run instead. Check and make sure that you have drawn your walkable area and make sure your character is standing on it.

Yes, my character is on the walkable area and I made sure all the Walk To co-ordinates are within walkable areas. I have tried to enter the command in every way I can concieve of and it just will not work properly. The character can click on the hotspot from anywhere and recieve the "Look" message but will not walk to the co-ordinates stated first. Sometimes the character will walk there after the text is displayed and then clicked off of. I tried scripting the co-ords in front of and behind the Display function but neither of these attempts worked either. At a loss.
Draft
AdventureDraft.com

NickyNyce

#8
I could be wrong here, I'm not sure what version you're using, but try..

Player.Walk(300, 300, eBlock, eWalkableAreas);
Change the coordinates to what you need. This should force the character to walk to the coordinates first due to you using eBlock.

Draft

#9
Quote from: NickyNyce on Thu 16/02/2012 13:40:46
I could be wrong here, I'm not sure what version you're using, but try..

Player.Walk(300, 300, eBlock, eWalkableAreas);
Change the coordinates to what you need. This should force the character to walk to the coordinates first due to you using eBlock.

Thank you for the help. I will try this out tonight and let you know how it worked

I put this in the script and it worked beautifully.
Thanks again for the help.
Draft
AdventureDraft.com

Draft

My new question (I never run out of questions, inherent issue with me).

I would like to make the box that appears with text/dialogue look better, a plain white box is gruesome.

I am thinking I can add graphics like background color and borders but I have not gotten that far in manuals yet. Thought I would throw it out there for some ideas.

Thanks
Draft
AdventureDraft.com

Khris

Right click the GUI node and select "New Text Window GUI".
Set the button pictures to your corner/edge images.

Also, the order usually is 1. check available resources 2. post for help ;)

Draft

Quote from: Khris on Fri 17/02/2012 13:11:27
Right click the GUI node and select "New Text Window GUI".
Set the button pictures to your corner/edge images.

Also, the order usually is 1. check available resources 2. post for help ;)

Thank you, I sincerely appreciate the help.

I do check resources as often as possible. In addition to starting a new project here at AGS I also manage all of the admin and write all of the material for a graphic text adventure I run on a personal website, along with working 65+ hours per week at my job.

This is why I run a continuos post here to speed up problem solving with limited time. I do not run multiple threads out of respect for the forums, I simply change the title of my one post to seek help in a new direction.

Thanks again for everyones help thus far.

Draft
Draft
AdventureDraft.com

Construed

Well, its not such a bad thing to make multiple subjects, as long as your specific about the issue.
It gives yourself and future users something to search for when encountering the same or similar problems :)
I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

Draft

Quote from: GrimReapYou on Sat 18/02/2012 03:26:59
Well, its not such a bad thing to make multiple subjects, as long as your specific about the issue.
It gives yourself and future users something to search for when encountering the same or similar problems :)

Agreed but if they click on the "Search In Text" option when setting up the search my posts will come up regardless of the title, unless they are manually searching every page. It also prevents me from getting replies on how I should have looked for similar posts first instead of making new threads or I shoud have posted in a different forum.

In my experience with forums there is always a crowd that wants to police the methods of every user so my answer is one thread with a periodically updated post. It doesn't get any simpler than that.

Draft
Draft
AdventureDraft.com

RickJ

Welcome Draft. 

Your questions are concise and well stated making it easier for people to help you.  Other newcommers could learn from your example.   

As GrimReapYou says it's common and acceptable practice here to start new threads for new and/or unrelated questions, so please feel free to do so when you feel it's appropriate.

Khris

Hi, this is the police.
Don't start new threads asking about stuff that's explained in the manual.

The tech forums aren't a replacement for the available resources; they are meant to be used when those are exhausted. So better stick to this thread if you don't have time to get your own answers. (Which to me, is lazy, no matter if you work 95+ hours in a coal mine.)

Draft

Quote from: Khris on Sat 18/02/2012 08:24:53
Hi, this is the police.
Don't start new threads asking about stuff that's explained in the manual.

The tech forums aren't a replacement for the available resources; they are meant to be used when those are exhausted. So better stick to this thread if you don't have time to get your own answers. (Which to me, is lazy, no matter if you work 95+ hours in a coal mine.)

It is actually replies like this one, full of self, that clog up the threads on every forum around the world.

Again I thanked you for your help but you did not pay attention to my reply at all. I do not make any other threads, this one is it and if you think I am being lazy for utilizing an available resource (since thats what a forum is in its basic sense, if it was a chat room it would have been called a chat room) you are sadly mistaken. I spend every waking hour away from work researching what I need to write, edit and learn the things I need for my web projects.

I would dare say you have more available time at the keyboard than I do in order to justify this poor position. My best guesses are 1-You are young, either in school of some sort or working a non-skilled job and your world revolves around the web, 2-Your work is already web based and allows for more free time (I am a welder/fabricator in one of the most industrial cities in the US) or 3-You aspire to being a cop because your remarks are certainly atypical of that profession.

Once again, I thank you for your help and advice but please do not post this non-sense on my thread, its just a waste of your time and my time to have to deal with these pointless posts.

Draft



Draft
AdventureDraft.com

Draft

Quote from: RickJ on Sat 18/02/2012 06:53:01
Welcome Draft. 

Your questions are concise and well stated making it easier for people to help you.  Other newcommers could learn from your example.   

As GrimReapYou says it's common and acceptable practice here to start new threads for new and/or unrelated questions, so please feel free to do so when you feel it's appropriate.

Thanks Rick

I understand completely what you and Grim are saying but in my experience with countless forums this is what ususally happens.  Once I start to make multiple threads and folks see my name on the boards in connection with these I start getting multiple replies like the one here from Khris and that is just completely unproductive.

By using one thread, I can insert a new question as it pops up without provoking a whole slew of time-wasting, user-bashing replies that serve absolutely no purpose at all except to make someone else feel important or superior. Even with this method I still get some but believe me it is horrible when using multiple threads and I really do budget my time to be as productive as possible.

What kills me about folks like Khris is that no matter how technical or forum oriented the questions or response may be they are always looking for a way to say you are misusing the boards. In the "Read Me" post of this forum I believe the underlying statement is not to clutter up the forum with junk and/or  repeatedly petty issues and I try to respect that by keeping my posts limited to just one thread. I am new to AGS (having worked with text editors prior to this) so my questions may seem newbie, little, small or simple to some but I believe ultimately that is what these forums are for, in essence a place to seek help or talk about issues.

I apologize Rick, sounds like I am ranting to Khris and I don't wish to do so. Thanks for your response and hope to talk AGS with you again.

Draft

Draft
AdventureDraft.com

Khris

You're clearly projecting your unjustified entitlement onto me.
I'm not young, I don't aspire to be a cop and my job doesn't revolve around the web either.

You are breaking forum rules, it's as simple as that. I don't care about your excuses.
I get that one post full of avoidable newbie questions won't completely ruin these forums, my point is that you don't get special treatment just because you whined about having a full workday.

But since I'm not a mod, all I can do is point out why I think what you do is obnoxious. So by all means, go ahead.

SMF spam blocked by CleanTalk