Read the tittle againÃ, :P
But reall, does anyone know?
Quote from: VII Toast on Wed 13/10/2004 14:02:33
Read the tittle againÃ, :P
But reall, does anyone know?
Watch the AGS Manual! There are exactly the functions you are looking for.
Seacrh for Functions or restart or something like that.
you follow me too much ;)
RestartGame();
RestoreGameDialog();
QuitGame(1);
Hey, thanks. Although when I try to make a new game it brins me back to the start screen. What' wrong with it? The first room is room "1"
Heh, I was just about to post this as well:
Just to add to what Barbarian said:
I'm guessing you want this for an intro screen thing?
If so, RestartGame() probably isn't what you want, as it will just re-load the game from the begining - meaning you'll be stuck on the intro screen. Instead, use NewRoom or NewRoomEx to move to the room the game starts in. (In this case, 1).
NewRoom(1);
???
Yup, if room 1 is where the playable part of the game starts - that is, if it's not the intro screen. NewRoomEx does the same, but lets you set where the player is in the room, if you haven't done so on the 'Character' window of the editor.
Hrm, I seem to be having a problem loading up the game from a saved file. It is RestoreGameDialog(); right?
I'm using that, doesn't load. It shows Global Message #983 the message is default and it says,"Sorry, not now."
Quote from: VII Toast on Wed 13/10/2004 17:16:14
Hrm, I seem to be having a problem loading up the game from a saved file. It is RestoreGameDialog(); right?
I'm using that, doesn't load. It shows Global Message #983 the message is default and it says,"Sorry, not now."
Maybe your game is changed in meantime and engine can't load the old game with new preferencies.
Quote from: VII Toast on Wed 13/10/2004 17:16:14
Hrm, I seem to be having a problem loading up the game from a saved file. It is RestoreGameDialog(); right?
I'm using that, doesn't load. It shows Global Message #983 the message is default and it says,"Sorry, not now."
Are you sure saving isn't disabled in the room? There is an option "Save/load disabled" in the room settings. (Room Editor/Settings) It's between the options "Play music on room load" and "Hide Player Character".
Next time, VII Toast, read the manual! It's there for a reason!
As for your restore-game question, what is the exact script you're using?
Ah, I fixed it. Cool.
I have another question, but I better look in the manual first....
EDIT:. O.k.// I looked for my question, but I didn't find it (or if I did than I didn't notice it, I am new after all!)
My question is, I want to use a script for an intro sequence. Anyone got one? (Get ready for the flaming....)
StartCutscene (1);
SetCharacterView (EGO, INTRODANCE);
AnimateCharacter (EGO, 3, 5, 1);
Wait (80);
Display ("Welcome to this game!");
Display ("No really, I meant that!");
AnimateCharacterEx (EGO, 4, 6, 0, 0, 1);
AnimateCharacterEx (EGO, 4, 6, 0, 0, 1);
EndCutscene ();
NewRoom (5);
Edited out the capitalization errors.
Uhm. Seems to be a little buggy for the new person's eyes.
I put my start screen as INTRO and my intro at room 2.....did I mess up somewhere? :P
No, it's not buggy, it just depends on what you call your views.
You can put the title screen and intro in whichever room you like. Note that 'intro.crm' is room #0, not room #1. Bear in mind that the starting room for the player character should be your title screen room, e.g. 0 in your case. Then the title screen should have NewRoom (2) somewhere in its script.
Argh.
There was an error compiling your script. The problem was:
In: 'Main Script'
Error (line 28): Undefined token 'StartCutScene'
Do you want to fix the script now? (Your room has not been saved).
Doesn't seem it likes me.
Does this script have to be when you start the game up? Because I don't want it like that, I want a hotspot you can click, it would go to a new room and then show the intro.
Thanks.
StartCutscene()
Note the capitalisation - AGS script is case sensitive. Radiant did get it wrong, but it's right there in the manual.
Anyway:
In your Intro/start screen (New Game/Load/Quit), the 'New Game' button interaction should send you to room 2.
In room 2, in the 'First time player enters screen' interaction, put the script for your intro.
No, you have to place the code in the room where you want the intro to start.
Ã, // script for room: First time player enters screen
Ã, character[GetPlayerCharacter()].x=350;Ã, //charac start at x350
Ã, character[GetPlayerCharacter()].y=120;Ã, //charac start at y120
Ã, MoveCharacterBlocking(GetPlayerCharacter(),160,120,1);Ã, //let character walk on screen
Ã, FaceLocation(GetPlayerCharacter(),160,1000);Ã, //face screen
Ã, DisplaySpeech(GetPlayerCharacter(),"I'm here to infotain you.");Ã, //character says something
Ã, MoveCharacterBlocking(GetPlayerCharacter(),20,120,1);Ã, //character walks to the left
Ã, DisplaySpeech(GetPlayerCharacter(),"Oh, I can't go this way.");Ã, //say something
Ã, DisplaySpeechBackground(GetPlayerCharacter(),"Then I'll go that way.");Ã, //talk while walking
Ã, MoveCharacterBlocking(GetPlayerCharacter(),160,120,1);Ã, //walk
Ã, MoveCharacterBlocking(GetPlayerCharacter(),160,250,1);Ã, //walk of screen
Try to explain what you want to do in the intro.
Quote from: jetxl on Thu 14/10/2004 14:16:16
No, you have to place the code in the room where you want the intro to start.
// script for room: First time player enters screen
character[GetPlayerCharacter()].x=350; //charac start at x350
character[GetPlayerCharacter()].y=120; //charac start at y120
MoveCharacterBlocking(GetPlayerCharacter(),160,120,1); //let character walk on screen
FaceLocation(GetPlayerCharacter(),160,1000); //face screen
DisplaySpeech(GetPlayerCharacter(),"I'm here to infotain you."); //character says something
MoveCharacterBlocking(GetPlayerCharacter(),20,120,1); //character walks to the left
DisplaySpeech(GetPlayerCharacter(),"Oh, I can't go this way."); //say something
DisplaySpeechBackground(GetPlayerCharacter(),"Then I'll go that way."); //talk while walking
MoveCharacterBlocking(GetPlayerCharacter(),160,120,1); //walk
MoveCharacterBlocking(GetPlayerCharacter(),160,250,1); //walk of screen
Try to explain what you want to do in the intro.
Ha! Yours is the only one that actually worked! Anyhoo, if you want me to tell you what I want in the intro, I wish this..
Just a normal display message to appear, telling out the story so far.
(I would want some charater movements and actions, although I would have to edit that myself, which I'm not good at. :P)
The text shoud say this...
Once, a long time ago...
There was a boy, a poor one at that.
He wasn't happy, and had very little friends.
But, he had one dream.
To become the greatest Pimp the world will ever know.
He worked for day after day, year after year.
Then, finally. His dream had come true.
He soon had more money than most could imagine.
The Pimp settled down, married and had a son.
This son is you. But hidden to you both...
..there are dark forces looming to gain your fathers riches.
They will do anything they can to gain his power...even kill.
And so begins Pimps at Sea!
Then, at the end of that. I would like it to go back to the INTRO screen, or room 0.
Thanks!!!
Well, then you can make all the text a global message and show a text window using a DisplayMessage command:
DisplayMessage(MESSAGE_NUMBER_HERE);
NewRoom(0); // back to the INTRO screen
But really, be sure to check the manual - all of that can be found there ;)
Ah, great. I'm done with that. O.k. thanks guys. Problem solved. ;D